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https://github.com/moparisthebest/minetest
synced 2024-11-04 16:35:03 -05:00
Replace M_PI with PI
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825953bbdc
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@ -1020,7 +1020,7 @@ void MobV2CAO::step(float dtime, ClientEnvironment *env)
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else if(cam_to_mob.Y < -0.75)
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else if(cam_to_mob.Y < -0.75)
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col = 4;
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col = 4;
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else{
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else{
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float mob_dir = atan2(cam_to_mob.Z, cam_to_mob.X) / M_PI * 180.;
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float mob_dir = atan2(cam_to_mob.Z, cam_to_mob.X) / PI * 180.;
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float dir = mob_dir - m_yaw;
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float dir = mob_dir - m_yaw;
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dir = wrapDegrees_180(dir);
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dir = wrapDegrees_180(dir);
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//dstream<<"id="<<m_id<<" dir="<<dir<<std::endl;
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//dstream<<"id="<<m_id<<" dir="<<dir<<std::endl;
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@ -1114,7 +1114,7 @@ void MobV2SAO::step(float dtime, bool send_recommended)
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disturbing_player_distance = disturbing_player_off.getLength();
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disturbing_player_distance = disturbing_player_off.getLength();
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disturbing_player_norm = disturbing_player_off;
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disturbing_player_norm = disturbing_player_off;
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disturbing_player_norm.normalize();
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disturbing_player_norm.normalize();
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disturbing_player_dir = 180./M_PI*atan2(disturbing_player_norm.Z,
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disturbing_player_dir = 180./PI*atan2(disturbing_player_norm.Z,
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disturbing_player_norm.X);
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disturbing_player_norm.X);
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}
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}
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@ -1211,7 +1211,7 @@ void MobV2SAO::step(float dtime, bool send_recommended)
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v3f next_pos_f = intToFloat(m_next_pos_i, BS);
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v3f next_pos_f = intToFloat(m_next_pos_i, BS);
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v3f v = next_pos_f - pos_f;
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v3f v = next_pos_f - pos_f;
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m_yaw = atan2(v.Z, v.X) / M_PI * 180;
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m_yaw = atan2(v.Z, v.X) / PI * 180;
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v3f diff = next_pos_f - pos_f;
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v3f diff = next_pos_f - pos_f;
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v3f dir = diff;
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v3f dir = diff;
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@ -1336,7 +1336,7 @@ u16 MobV2SAO::punch(const std::string &toolname, v3f dir,
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m_disturbing_player = playername;
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m_disturbing_player = playername;
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m_next_pos_exists = false; // Cancel moving immediately
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m_next_pos_exists = false; // Cancel moving immediately
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m_yaw = wrapDegrees_180(180./M_PI*atan2(dir.Z, dir.X) + 180.);
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m_yaw = wrapDegrees_180(180./PI*atan2(dir.Z, dir.X) + 180.);
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v3f new_base_position = m_base_position + dir * BS;
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v3f new_base_position = m_base_position + dir * BS;
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{
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{
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v3s16 pos_i = floatToInt(new_base_position, BS);
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v3s16 pos_i = floatToInt(new_base_position, BS);
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