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https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 19:55:54 +01:00
fix compilation errors with gcc 6.1.1 on Arch Linux
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a8c6c77309
commit
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@ -344,7 +344,7 @@ functions:
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GetNormalComponent( vDistance/fDistance, vHitNormal, ese.vDirection);
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GetNormalComponent( vDistance/fDistance, vHitNormal, ese.vDirection);
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FLOAT fLength = ese.vDirection.Length();
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FLOAT fLength = ese.vDirection.Length();
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fLength = Clamp( fLength*3, 1.0f, 3.0f);
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fLength = Clamp( fLength*3, 1.0f, 3.0f);
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fDistance = Clamp( log10(fDistance), 0.5, 2.0);
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fDistance = Clamp( log10(fDistance), 0.5f, 2.0f);
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ese.vStretch = FLOAT3D( fDistance, fLength*fDistance, 1.0f);
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ese.vStretch = FLOAT3D( fDistance, fLength*fDistance, 1.0f);
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SpawnEffect(vHitPoint, ese);
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SpawnEffect(vHitPoint, ese);
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}
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}
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@ -4587,7 +4587,7 @@ void TeleportPlayer(enum WorldLinkType EwltType)
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TIME tmLevelTime = _pTimer->CurrentTick()-m_tmLevelStarted;
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TIME tmLevelTime = _pTimer->CurrentTick()-m_tmLevelStarted;
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m_psLevelStats.ps_tmTime = tmLevelTime;
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m_psLevelStats.ps_tmTime = tmLevelTime;
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m_psGameStats.ps_tmTime += tmLevelTime;
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m_psGameStats.ps_tmTime += tmLevelTime;
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FLOAT fTimeDelta = ClampDn(floor(m_tmEstTime)-floor(tmLevelTime), 0.0);
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FLOAT fTimeDelta = ClampDn(floor(m_tmEstTime)-floor(tmLevelTime), 0.0f);
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m_iTimeScore = floor(fTimeDelta*100.0f);
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m_iTimeScore = floor(fTimeDelta*100.0f);
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m_psLevelStats.ps_iScore+=m_iTimeScore;
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m_psLevelStats.ps_iScore+=m_iTimeScore;
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m_psGameStats.ps_iScore+=m_iTimeScore;
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m_psGameStats.ps_iScore+=m_iTimeScore;
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@ -386,7 +386,7 @@ void SpawnHitTypeEffect(CEntity *pen, enum BulletHitType bhtType, BOOL bSound, F
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GetNormalComponent( vDistance/fDistance, vHitNormal, ese.vDirection);
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GetNormalComponent( vDistance/fDistance, vHitNormal, ese.vDirection);
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FLOAT fLength = ese.vDirection.Length();
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FLOAT fLength = ese.vDirection.Length();
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fLength = Clamp( fLength*3, 1.0f, 3.0f);
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fLength = Clamp( fLength*3, 1.0f, 3.0f);
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fDistance = Clamp( log10(fDistance), 0.5, 2.0);
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fDistance = Clamp( log10(fDistance), 0.5f, 2.0f);
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ese.vStretch = FLOAT3D( fDistance, fLength*fDistance, 1.0f);
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ese.vStretch = FLOAT3D( fDistance, fLength*fDistance, 1.0f);
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try
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try
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{
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{
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@ -5380,7 +5380,7 @@ functions:
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TIME tmLevelTime = _pTimer->CurrentTick()-m_tmLevelStarted;
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TIME tmLevelTime = _pTimer->CurrentTick()-m_tmLevelStarted;
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m_psLevelStats.ps_tmTime = tmLevelTime;
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m_psLevelStats.ps_tmTime = tmLevelTime;
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m_psGameStats.ps_tmTime += tmLevelTime;
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m_psGameStats.ps_tmTime += tmLevelTime;
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FLOAT fTimeDelta = ClampDn(floor(m_tmEstTime)-floor(tmLevelTime), 0.0);
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FLOAT fTimeDelta = ClampDn(floor(m_tmEstTime)-floor(tmLevelTime), 0.0f);
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m_iTimeScore = (INDEX) floor(fTimeDelta*100.0f);
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m_iTimeScore = (INDEX) floor(fTimeDelta*100.0f);
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m_psLevelStats.ps_iScore+=m_iTimeScore;
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m_psLevelStats.ps_iScore+=m_iTimeScore;
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m_psGameStats.ps_iScore+=m_iTimeScore;
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m_psGameStats.ps_iScore+=m_iTimeScore;
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