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Rename EulerAngles::Zero to EulerAngles::Identity
Replacing some missing EulerAngles::Zero for the new EulerAngles::Identity
This commit is contained in:
parent
94bfadca5f
commit
38503b2620
6 changed files with 10 additions and 10 deletions
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@ -313,7 +313,7 @@ namespace TEN::Gui
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{
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{
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short InventoryItem = 0;
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short InventoryItem = 0;
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short Amount = 0;
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short Amount = 0;
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EulerAngles Orientation = EulerAngles::Zero;
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EulerAngles Orientation = EulerAngles::Identity;
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};
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};
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struct AmmoData
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struct AmmoData
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@ -1742,19 +1742,19 @@ void ResetPlayerFlex(ItemInfo* item, float alpha)
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{
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{
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auto& player = GetLaraInfo(*item);
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auto& player = GetLaraInfo(*item);
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player.ExtraHeadRot.Lerp(EulerAngles::Zero, alpha);
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player.ExtraHeadRot.Lerp(EulerAngles::Identity, alpha);
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player.ExtraTorsoRot.Lerp(EulerAngles::Zero, alpha);
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player.ExtraTorsoRot.Lerp(EulerAngles::Identity, alpha);
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}
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}
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void ResetPlayerLookAround(ItemInfo& item, float alpha)
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void ResetPlayerLookAround(ItemInfo& item, float alpha)
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{
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{
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auto& player = GetLaraInfo(item);
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auto& player = GetLaraInfo(item);
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player.Control.Look.Orientation = EulerAngles::Zero;
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player.Control.Look.Orientation = EulerAngles::Identity;
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if (Camera.type != CameraType::Look)
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if (Camera.type != CameraType::Look)
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{
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{
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player.ExtraHeadRot.Lerp(EulerAngles::Zero, alpha);
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player.ExtraHeadRot.Lerp(EulerAngles::Identity, alpha);
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if (player.Control.HandStatus != HandStatus::Busy &&
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if (player.Control.HandStatus != HandStatus::Busy &&
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!player.LeftArm.Locked && !player.RightArm.Locked &&
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!player.LeftArm.Locked && !player.RightArm.Locked &&
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@ -929,7 +929,7 @@ void CollideBridgeItems(ItemInfo& item, CollisionInfo& coll, const CollisionResu
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coll.Shift = deltaPose;
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coll.Shift = deltaPose;
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}
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}
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else if (deltaPos.ToVector3().Length() <= coll.Setup.Radius && relDeltaHeight > 0 &&
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else if (deltaPos.ToVector3().Length() <= coll.Setup.Radius && relDeltaHeight > 0 &&
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(deltaPos != Vector3i::Zero || deltaOrient != EulerAngles::Zero))
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(deltaPos != Vector3i::Zero || deltaOrient != EulerAngles::Identity))
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{
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{
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// Push item away if not directly above bridge, and bridge position was changed.
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// Push item away if not directly above bridge, and bridge position was changed.
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ItemPushItem(&bridgeItem, &item);
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ItemPushItem(&bridgeItem, &item);
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@ -227,7 +227,7 @@ namespace TEN::Control::Volumes
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void TestVolumes(CAMERA_INFO* camera)
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void TestVolumes(CAMERA_INFO* camera)
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{
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{
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auto pose = Pose(camera->pos.ToVector3i(), EulerAngles::Zero);
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auto pose = Pose(camera->pos.ToVector3i(), EulerAngles::Identity);
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auto bounds = GameBoundingBox::Zero;
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auto bounds = GameBoundingBox::Zero;
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bounds.X1 = bounds.Y1 = bounds.Z1 = CAM_SIZE;
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bounds.X1 = bounds.Y1 = bounds.Z1 = CAM_SIZE;
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bounds.X2 = bounds.Y2 = bounds.Z2 = -CAM_SIZE;
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bounds.X2 = bounds.Y2 = bounds.Z2 = -CAM_SIZE;
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@ -195,8 +195,8 @@ namespace TEN::Entities::Creatures::TR2
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auto* creature = GetCreatureInfo(item);
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auto* creature = GetCreatureInfo(item);
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short headingAngle = 0;
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short headingAngle = 0;
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auto extraHeadRot = EulerAngles::Zero;
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auto extraHeadRot = EulerAngles::Identity;
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auto extraTorsoRot = EulerAngles::Zero;
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auto extraTorsoRot = EulerAngles::Identity;
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bool isPlayerAlive = ((creature->Enemy != nullptr) && creature->Enemy->IsLara() && (creature->Enemy->HitPoints > 0));
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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)
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int radius = speed >= 0 ? 0xA00020 : 0x2000280;
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int radius = speed >= 0 ? 0xA00020 : 0x2000280;
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int clr = color | 0x18000000;
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int clr = color | 0x18000000;
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item->Pose.Position.y -= STEPUP_HEIGHT;
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item->Pose.Position.y -= STEPUP_HEIGHT;
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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