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FULLPIPE: Fix floating point constants
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sev- committed Dec 30, 2013
1 parent 5894af2 commit 86dc8d0
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Showing 2 changed files with 21 additions and 21 deletions.
2 changes: 1 addition & 1 deletion engines/fullpipe/motion.cpp
Expand Up @@ -2018,7 +2018,7 @@ void ReactParallel::createRegion() {
for (int i = 0; i < 4; i++)
_points[i] = new Common::Point;

double at = atan2((double)(_x1 - _x2), (double)(_y1 - _y2)) + 1.570796;
double at = atan2((double)(_x1 - _x2), (double)(_y1 - _y2)) + 1.570796; // pi/2
double sn = sin(at);
double cs = cos(at);

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40 changes: 20 additions & 20 deletions engines/fullpipe/scenes/scene11.cpp
Expand Up @@ -52,20 +52,20 @@ void scene11_dudeSwingCallback(int *arg) {
g_vars->scene11_swingAngle = g_vars->scene11_swingSpeed * 0.0042 + g_vars->scene11_swingAngle;

if (g_vars->scene11_swingAngle < -1.5) {
g_vars->scene11_swingAngle = 1.0004882812500000;
g_vars->scene11_swingSpeed = 1.0;
g_vars->scene11_swingAngleDiff = 1.0;
g_vars->scene11_swingAngle = -1.5; //1.0004882812500000;
g_vars->scene11_swingSpeed = 0.0;
g_vars->scene11_swingAngleDiff = 0.0;
}

if (g_vars->scene11_swingAngle > 1.5) {
g_vars->scene11_swingAngle = 1.9990234375;
g_vars->scene11_swingSpeed = 1.0;
g_vars->scene11_swingAngleDiff = 1.0;
g_vars->scene11_swingAngle = 1.5; //1.9990234375;
g_vars->scene11_swingSpeed = 0.0;
g_vars->scene11_swingAngleDiff = 0.0;
}

if (g_vars->scene11_swingMaxAngle == *arg && 0.0 != g_vars->scene11_swingSpeed && fabs(g_vars->scene11_swingSpeed) < 2.5) {
g_vars->scene11_swingSpeed = 1.0;
g_vars->scene11_swingAngleDiff = 1.0;
g_vars->scene11_swingSpeed = 0.0;
g_vars->scene11_swingAngleDiff = 0.0;
g_vars->scene11_swingAngle = g_vars->scene11_swingOldAngle;
}

Expand Down Expand Up @@ -110,11 +110,11 @@ void scene11_initScene(Scene *sc) {
g_vars->scene11_hintCounter = 0;
g_vars->scene11_swingieScreenEdge = 0;
g_vars->scene11_crySound = 0;
g_vars->scene11_swingAngle = 1.0;
g_vars->scene11_swingOldAngle = 1.0;
g_vars->scene11_swingSpeed = 1.0;
g_vars->scene11_swingAngleDiff = 1.0;
g_vars->scene11_swingInertia = 1.9849218750000000;
g_vars->scene11_swingAngle = 0.0;
g_vars->scene11_swingOldAngle = 0.0;
g_vars->scene11_swingSpeed = 0.0;
g_vars->scene11_swingAngleDiff = 0.0;
g_vars->scene11_swingInertia = 1.28; //1.9849218750000000;
g_vars->scene11_swingCounter = 0;
g_vars->scene11_swingCounterPrevTurn = 0;
g_vars->scene11_swingDirection = 0;
Expand Down Expand Up @@ -240,7 +240,7 @@ void sceneHandler11_manToSwing() {
g_fp->_aniMan2->hide();

g_vars->scene11_swingCounter = 0;
g_vars->scene11_swingInertia = 1.9849218;
g_vars->scene11_swingInertia = 1.28; //1.9849218;

g_vars->scene11_dudeOnSwing->_flags &= 0xFFFB;
g_vars->scene11_dudeOnSwing = g_fp->_currentScene->getStaticANIObject1ById(ANI_MAN11, -1);
Expand Down Expand Up @@ -302,10 +302,10 @@ void sceneHandler11_jumpFromSwing() {
getCurrSceneSc2MotionController()->setEnabled();
getGameLoaderInteractionController()->enableFlag24();

g_vars->scene11_swingOldAngle = 1.0;
g_vars->scene11_swingAngleDiff = 1.0;
g_vars->scene11_swingSpeed = 1.0;
g_vars->scene11_swingAngle = 1.0;
g_vars->scene11_swingOldAngle = 0.0;
g_vars->scene11_swingAngleDiff = 0.0;
g_vars->scene11_swingSpeed = 0.0;
g_vars->scene11_swingAngle = 0.0;

g_vars->scene11_dudeOnSwing = g_fp->_currentScene->getStaticANIObject1ById(ANI_MAN11, -1);
g_vars->scene11_dudeOnSwing->_flags &= 0xFFFB;
Expand Down Expand Up @@ -342,7 +342,7 @@ void sceneHandler11_swing0() {

g_vars->scene11_swingDirection = 0;
g_vars->scene11_swingMaxAngle = 45;
g_vars->scene11_swingOldAngle = 1.0;
g_vars->scene11_swingOldAngle = 0.0;
}

void sceneHandler11_swing1() {
Expand Down Expand Up @@ -381,7 +381,7 @@ void sceneHandler11_emptySwing() {
g_vars->scene11_dudeOnSwing->startAnim(MV_KCH_MOVE2, 0, -1);
g_vars->scene11_dudeOnSwing->_movement->setDynamicPhaseIndex(g_vars->scene11_dudeOnSwing->_movement->_currDynamicPhaseIndex);

g_vars->scene11_swingInertia = 1.9881250;
g_vars->scene11_swingInertia = 0.03; //1.9881250;
}

void sceneHandler11_jumpHitAndWin() {
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