Rename EulerAngles::Zero to EulerAngles::Identity

Replacing some missing EulerAngles::Zero for the new EulerAngles::Identity
This commit is contained in:
Adngel 2024-01-30 16:24:57 +01:00
parent 94bfadca5f
commit 38503b2620
6 changed files with 10 additions and 10 deletions

View file

@ -313,7 +313,7 @@ namespace TEN::Gui
{ {
short InventoryItem = 0; short InventoryItem = 0;
short Amount = 0; short Amount = 0;
EulerAngles Orientation = EulerAngles::Zero; EulerAngles Orientation = EulerAngles::Identity;
}; };
struct AmmoData struct AmmoData

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@ -1742,19 +1742,19 @@ void ResetPlayerFlex(ItemInfo* item, float alpha)
{ {
auto& player = GetLaraInfo(*item); auto& player = GetLaraInfo(*item);
player.ExtraHeadRot.Lerp(EulerAngles::Zero, alpha); player.ExtraHeadRot.Lerp(EulerAngles::Identity, alpha);
player.ExtraTorsoRot.Lerp(EulerAngles::Zero, alpha); player.ExtraTorsoRot.Lerp(EulerAngles::Identity, alpha);
} }
void ResetPlayerLookAround(ItemInfo& item, float alpha) void ResetPlayerLookAround(ItemInfo& item, float alpha)
{ {
auto& player = GetLaraInfo(item); auto& player = GetLaraInfo(item);
player.Control.Look.Orientation = EulerAngles::Zero; player.Control.Look.Orientation = EulerAngles::Identity;
if (Camera.type != CameraType::Look) if (Camera.type != CameraType::Look)
{ {
player.ExtraHeadRot.Lerp(EulerAngles::Zero, alpha); player.ExtraHeadRot.Lerp(EulerAngles::Identity, alpha);
if (player.Control.HandStatus != HandStatus::Busy && if (player.Control.HandStatus != HandStatus::Busy &&
!player.LeftArm.Locked && !player.RightArm.Locked && !player.LeftArm.Locked && !player.RightArm.Locked &&

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@ -929,7 +929,7 @@ void CollideBridgeItems(ItemInfo& item, CollisionInfo& coll, const CollisionResu
coll.Shift = deltaPose; coll.Shift = deltaPose;
} }
else if (deltaPos.ToVector3().Length() <= coll.Setup.Radius && relDeltaHeight > 0 && else if (deltaPos.ToVector3().Length() <= coll.Setup.Radius && relDeltaHeight > 0 &&
(deltaPos != Vector3i::Zero || deltaOrient != EulerAngles::Zero)) (deltaPos != Vector3i::Zero || deltaOrient != EulerAngles::Identity))
{ {
// Push item away if not directly above bridge, and bridge position was changed. // Push item away if not directly above bridge, and bridge position was changed.
ItemPushItem(&bridgeItem, &item); ItemPushItem(&bridgeItem, &item);

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@ -227,7 +227,7 @@ namespace TEN::Control::Volumes
void TestVolumes(CAMERA_INFO* camera) void TestVolumes(CAMERA_INFO* camera)
{ {
auto pose = Pose(camera->pos.ToVector3i(), EulerAngles::Zero); auto pose = Pose(camera->pos.ToVector3i(), EulerAngles::Identity);
auto bounds = GameBoundingBox::Zero; auto bounds = GameBoundingBox::Zero;
bounds.X1 = bounds.Y1 = bounds.Z1 = CAM_SIZE; bounds.X1 = bounds.Y1 = bounds.Z1 = CAM_SIZE;
bounds.X2 = bounds.Y2 = bounds.Z2 = -CAM_SIZE; bounds.X2 = bounds.Y2 = bounds.Z2 = -CAM_SIZE;

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@ -195,8 +195,8 @@ namespace TEN::Entities::Creatures::TR2
auto* creature = GetCreatureInfo(item); auto* creature = GetCreatureInfo(item);
short headingAngle = 0; short headingAngle = 0;
auto extraHeadRot = EulerAngles::Zero; auto extraHeadRot = EulerAngles::Identity;
auto extraTorsoRot = EulerAngles::Zero; auto extraTorsoRot = EulerAngles::Identity;
bool isPlayerAlive = ((creature->Enemy != nullptr) && creature->Enemy->IsLara() && (creature->Enemy->HitPoints > 0)); bool isPlayerAlive = ((creature->Enemy != nullptr) && creature->Enemy->IsLara() && (creature->Enemy->HitPoints > 0));

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@ -319,7 +319,7 @@ void SenetPieceExplosionEffect(ItemInfo* item, int color, int speed)
int radius = speed >= 0 ? 0xA00020 : 0x2000280; int radius = speed >= 0 ? 0xA00020 : 0x2000280;
int clr = color | 0x18000000; int clr = color | 0x18000000;
item->Pose.Position.y -= STEPUP_HEIGHT; item->Pose.Position.y -= STEPUP_HEIGHT;
TriggerShockwave(&item->Pose, radius & 0xFFFF, radius >> 16, speed, clr & 0xFF, (clr >> 8) & 0xFF, (clr >> 16) & 0xFF, 64, EulerAngles::Zero, 0, true, false, false, (int)ShockwaveStyle::Normal); TriggerShockwave(&item->Pose, radius & 0xFFFF, radius >> 16, speed, clr & 0xFF, (clr >> 8) & 0xFF, (clr >> 16) & 0xFF, 64, EulerAngles::Identity, 0, true, false, false, (int)ShockwaveStyle::Normal);
TriggerShockwave(&item->Pose, radius & 0xFFFF, radius >> 16, speed, clr & 0xFF, (clr >> 8) & 0xFF, (clr >> 16) & 0xFF, 64, EulerAngles(0x2000, 0.0f, 0.0f), 0, true, false, false, (int)ShockwaveStyle::Normal); TriggerShockwave(&item->Pose, radius & 0xFFFF, radius >> 16, speed, clr & 0xFF, (clr >> 8) & 0xFF, (clr >> 16) & 0xFF, 64, EulerAngles(0x2000, 0.0f, 0.0f), 0, true, false, false, (int)ShockwaveStyle::Normal);
TriggerShockwave(&item->Pose, radius & 0xFFFF, radius >> 16, speed, clr & 0xFF, (clr >> 8) & 0xFF, (clr >> 16) & 0xFF, 64, EulerAngles(0x4000, 0.0f, 0.0f), 0, true, false, false, (int)ShockwaveStyle::Normal); TriggerShockwave(&item->Pose, radius & 0xFFFF, radius >> 16, speed, clr & 0xFF, (clr >> 8) & 0xFF, (clr >> 16) & 0xFF, 64, EulerAngles(0x4000, 0.0f, 0.0f), 0, true, false, false, (int)ShockwaveStyle::Normal);
TriggerShockwave(&item->Pose, radius & 0xFFFF, radius >> 16, speed, clr & 0xFF, (clr >> 8) & 0xFF, (clr >> 16) & 0xFF, 64, EulerAngles(0x6000, 0.0f, 0.0f), 0, true, false, false, (int)ShockwaveStyle::Normal); TriggerShockwave(&item->Pose, radius & 0xFFFF, radius >> 16, speed, clr & 0xFF, (clr >> 8) & 0xFF, (clr >> 16) & 0xFF, 64, EulerAngles(0x6000, 0.0f, 0.0f), 0, true, false, false, (int)ShockwaveStyle::Normal);