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-rw-r--r--src/control/Replay.cpp22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/control/Replay.cpp b/src/control/Replay.cpp
index 12636d32..be87eb2a 100644
--- a/src/control/Replay.cpp
+++ b/src/control/Replay.cpp
@@ -342,7 +342,7 @@ void CReplay::StorePedUpdate(CPed *ped, int id)
tPedUpdatePacket* pp = (tPedUpdatePacket*)&Record.m_pBase[Record.m_nOffset];
pp->type = REPLAYPACKET_PED_UPDATE;
pp->index = id;
- pp->heading = 128.0f / M_PI * ped->m_fRotationCur;
+ pp->heading = 128.0f / PI * ped->m_fRotationCur;
pp->matrix.CompressFromFullMatrix(ped->GetMatrix());
pp->assoc_group_id = ped->m_animGroup;
/* Would be more sane to use GetJustIndex(ped->m_pMyVehicle) in following assignment */
@@ -464,8 +464,8 @@ void CReplay::ProcessPedUpdate(CPed *ped, float interpolation, CAddressInReplayB
buffer->m_nOffset += sizeof(tPedUpdatePacket);
return;
}
- ped->m_fRotationCur = pp->heading * M_PI / 128.0f;
- ped->m_fRotationDest = pp->heading * M_PI / 128.0f;
+ ped->m_fRotationCur = pp->heading * PI / 128.0f;
+ ped->m_fRotationDest = pp->heading * PI / 128.0f;
CMatrix ped_matrix;
pp->matrix.DecompressIntoFullMatrix(ped_matrix);
ped->GetMatrix() = ped->GetMatrix() * CMatrix(1.0f - interpolation);
@@ -632,17 +632,17 @@ void CReplay::StoreCarUpdate(CVehicle *vehicle, int id)
vp->primary_color = vehicle->m_currentColour1;
vp->secondary_color = vehicle->m_currentColour2;
if (vehicle->GetModelIndex() == MI_RHINO)
- vp->car_gun = 128.0f / M_PI * ((CAutomobile*)vehicle)->m_fCarGunLR;
+ vp->car_gun = 128.0f / PI * ((CAutomobile*)vehicle)->m_fCarGunLR;
else
vp->wheel_state = 50.0f * vehicle->m_fSteerAngle;
if (vehicle->IsCar()){
CAutomobile* car = (CAutomobile*)vehicle;
for (int i = 0; i < 4; i++){
vp->wheel_susp_dist[i] = 50.0f * car->m_aSuspensionSpringRatio[i];
- vp->wheel_rotation[i] = 128.0f / M_PI * car->m_aWheelRotation[i];
+ vp->wheel_rotation[i] = 128.0f / PI * car->m_aWheelRotation[i];
}
- vp->door_angles[0] = 127.0f / M_PI * car->Doors[2].m_fAngle;
- vp->door_angles[1] = 127.0f / M_PI * car->Doors[3].m_fAngle;
+ vp->door_angles[0] = 127.0f / PI * car->Doors[2].m_fAngle;
+ vp->door_angles[1] = 127.0f / PI * car->Doors[3].m_fAngle;
vp->door_status = 0;
for (int i = 0; i < 6; i++){
if (car->Damage.GetDoorStatus(i) == 3)
@@ -675,7 +675,7 @@ void CReplay::ProcessCarUpdate(CVehicle *vehicle, float interpolation, CAddressI
ApplyPanelDamageToCar(vp->panels, (CAutomobile*)vehicle, true);
vehicle->m_vecMoveSpeed = CVector(vp->velocityX / 8000.0f, vp->velocityY / 8000.0f, vp->velocityZ / 8000.0f);
if (vehicle->GetModelIndex() == MI_RHINO) {
- ((CAutomobile*)vehicle)->m_fCarGunLR = vp->car_gun * M_PI / 128.0f;
+ ((CAutomobile*)vehicle)->m_fCarGunLR = vp->car_gun * PI / 128.0f;
vehicle->m_fSteerAngle = 0.0f;
}else{
vehicle->m_fSteerAngle = vp->wheel_state / 50.0f;
@@ -684,10 +684,10 @@ void CReplay::ProcessCarUpdate(CVehicle *vehicle, float interpolation, CAddressI
CAutomobile* car = (CAutomobile*)vehicle;
for (int i = 0; i < 4; i++) {
car->m_aSuspensionSpringRatio[i] = vp->wheel_susp_dist[i] / 50.0f;
- car->m_aWheelRotation[i] = vp->wheel_rotation[i] * M_PI / 128.0f;
+ car->m_aWheelRotation[i] = vp->wheel_rotation[i] * PI / 128.0f;
}
- car->Doors[2].m_fAngle = car->Doors[2].m_fPrevAngle = vp->door_angles[0] * M_PI / 127.0f;
- car->Doors[3].m_fAngle = car->Doors[3].m_fPrevAngle = vp->door_angles[1] * M_PI / 127.0f;
+ car->Doors[2].m_fAngle = car->Doors[2].m_fPrevAngle = vp->door_angles[0] * PI / 127.0f;
+ car->Doors[3].m_fAngle = car->Doors[3].m_fPrevAngle = vp->door_angles[1] * PI / 127.0f;
if (vp->door_angles[0])
car->Damage.SetDoorStatus(2, 2);
if (vp->door_angles[1])