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-rw-r--r--src/entities/Physical.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp
index 9cabb28b..55ed5380 100644
--- a/src/entities/Physical.cpp
+++ b/src/entities/Physical.cpp
@@ -476,7 +476,7 @@ CPhysical::ApplySpringDampening(float damping, CVector &springDir, CVector &poin
// what is this?
float a = m_fTurnMass / ((point.MagnitudeSqr() + 1.0f) * 2.0f * m_fMass);
a = min(a, 1.0f);
- float b = fabs(impulse / (speedB * m_fMass));
+ float b = Abs(impulse / (speedB * m_fMass));
if(a < b)
impulse *= a/b;
@@ -505,11 +505,11 @@ void
CPhysical::ApplyAirResistance(void)
{
if(m_fAirResistance > 0.1f){
- float f = powf(m_fAirResistance, CTimer::GetTimeStep());
+ float f = Pow(m_fAirResistance, CTimer::GetTimeStep());
m_vecMoveSpeed *= f;
m_vecTurnSpeed *= f;
}else{
- float f = powf(1.0f/(m_fAirResistance*0.5f*m_vecMoveSpeed.MagnitudeSqr() + 1.0f), CTimer::GetTimeStep());
+ float f = Pow(1.0f/(m_fAirResistance*0.5f*m_vecMoveSpeed.MagnitudeSqr() + 1.0f), CTimer::GetTimeStep());
m_vecMoveSpeed *= f;
m_vecTurnSpeed *= 0.99f;
}
@@ -719,7 +719,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
if(!B->bInfiniteMass){
if(fB.z < 0.0f){
fB.z = 0.0f;
- if(fabs(speedA) < 0.01f)
+ if(Abs(speedA) < 0.01f)
fB *= 0.5f;
}
if(ispedcontactA){
@@ -815,9 +815,9 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
float minspeed = 0.0104f * CTimer::GetTimeStep();
if((IsObject() || IsVehicle() && GetUp().z < -0.3f) &&
!bHasContacted &&
- fabs(m_vecMoveSpeed.x) < minspeed &&
- fabs(m_vecMoveSpeed.y) < minspeed &&
- fabs(m_vecMoveSpeed.z) < minspeed*2.0f)
+ Abs(m_vecMoveSpeed.x) < minspeed &&
+ Abs(m_vecMoveSpeed.y) < minspeed &&
+ Abs(m_vecMoveSpeed.z) < minspeed*2.0f)
e = -1.0f;
else
e = -(m_fElasticity + 1.0f);
@@ -1150,14 +1150,14 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
shift += dir * colpoints[mostColliding].depth * 0.5f;
}else if(A->IsPed() && B->IsVehicle() && ((CVehicle*)B)->IsBoat()){
CVector dir = colpoints[mostColliding].normal;
- float f = min(fabs(dir.z), 0.9f);
+ float f = min(Abs(dir.z), 0.9f);
dir.z = 0.0f;
dir.Normalise();
shift += dir * colpoints[mostColliding].depth / (1.0f - f);
boat = B;
}else if(B->IsPed() && A->IsVehicle() && ((CVehicle*)A)->IsBoat()){
CVector dir = colpoints[mostColliding].normal * -1.0f;
- float f = min(fabs(dir.z), 0.9f);
+ float f = min(Abs(dir.z), 0.9f);
dir.z = 0.0f;
dir.Normalise();
B->GetPosition() += dir * colpoints[mostColliding].depth / (1.0f - f);
@@ -1498,8 +1498,8 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
float imp = impulseA;
if(A->IsVehicle() && A->GetUp().z < -0.6f &&
- fabs(A->m_vecMoveSpeed.x) < 0.05f &&
- fabs(A->m_vecMoveSpeed.y) < 0.05f)
+ Abs(A->m_vecMoveSpeed.x) < 0.05f &&
+ Abs(A->m_vecMoveSpeed.y) < 0.05f)
imp *= 0.1f;
float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr();
@@ -1519,8 +1519,8 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
float imp = impulseA;
if(A->IsVehicle() && A->GetUp().z < -0.6f &&
- fabs(A->m_vecMoveSpeed.x) < 0.05f &&
- fabs(A->m_vecMoveSpeed.y) < 0.05f)
+ Abs(A->m_vecMoveSpeed.x) < 0.05f &&
+ Abs(A->m_vecMoveSpeed.y) < 0.05f)
imp *= 0.1f;
float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr();
@@ -1557,8 +1557,8 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
m_vecTurnSpeed += turnSpeed / numResponses;
if(!CWorld::bNoMoreCollisionTorque &&
A->m_status == STATUS_PLAYER && A->IsVehicle() &&
- fabs(A->m_vecMoveSpeed.x) > 0.2f &&
- fabs(A->m_vecMoveSpeed.y) > 0.2f){
+ Abs(A->m_vecMoveSpeed.x) > 0.2f &&
+ Abs(A->m_vecMoveSpeed.y) > 0.2f){
A->m_vecMoveFriction.x += moveSpeed.x * -0.3f / numCollisions;
A->m_vecMoveFriction.y += moveSpeed.y * -0.3f / numCollisions;
A->m_vecTurnFriction += turnSpeed * -0.3f / numCollisions;
@@ -1789,7 +1789,7 @@ CPhysical::ProcessShift(void)
}
// x is the number of units (m) we would like to step
-#define NUMSTEPS(x) ceil(sqrt(distSq) * (1.0f/(x)))
+#define NUMSTEPS(x) ceil(Sqrt(distSq) * (1.0f/(x)))
void
CPhysical::ProcessCollision(void)