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[9330] Fixed msvc compile warnings.
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parent
a167fd98d2
commit
696cba9c37
20 changed files with 142 additions and 144 deletions
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@ -1349,7 +1349,7 @@ float WorldObject::GetAngle( const float x, const float y ) const
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float dy = y - GetPositionY();
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float ang = atan2(dy, dx);
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ang = (ang >= 0) ? ang : 2 * M_PI + ang;
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ang = (ang >= 0) ? ang : 2 * M_PI_F + ang;
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return ang;
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}
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@ -1362,19 +1362,19 @@ bool WorldObject::HasInArc(const float arcangle, const WorldObject* obj) const
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float arc = arcangle;
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// move arc to range 0.. 2*pi
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while( arc >= 2.0f * M_PI )
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arc -= 2.0f * M_PI;
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while( arc >= 2.0f * M_PI_F )
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arc -= 2.0f * M_PI_F;
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while( arc < 0 )
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arc += 2.0f * M_PI;
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arc += 2.0f * M_PI_F;
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float angle = GetAngle( obj );
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angle -= m_orientation;
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// move angle to range -pi ... +pi
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while( angle > M_PI)
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angle -= 2.0f * M_PI;
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while(angle < -M_PI)
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angle += 2.0f * M_PI;
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while( angle > M_PI_F)
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angle -= 2.0f * M_PI_F;
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while(angle < -M_PI_F)
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angle += 2.0f * M_PI_F;
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float lborder = -1 * (arc/2.0f); // in range -pi..0
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float rborder = (arc/2.0f); // in range 0..pi
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@ -1388,7 +1388,7 @@ bool WorldObject::isInFrontInMap(WorldObject const* target, float distance, flo
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bool WorldObject::isInBackInMap(WorldObject const* target, float distance, float arc) const
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{
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return IsWithinDistInMap(target, distance) && !HasInArc( 2 * M_PI - arc, target );
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return IsWithinDistInMap(target, distance) && !HasInArc( 2 * M_PI_F - arc, target );
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}
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bool WorldObject::isInFront(WorldObject const* target, float distance, float arc) const
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@ -1398,7 +1398,7 @@ bool WorldObject::isInFront(WorldObject const* target, float distance, float ar
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bool WorldObject::isInBack(WorldObject const* target, float distance, float arc) const
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{
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return IsWithinDist(target, distance) && !HasInArc( 2 * M_PI - arc, target );
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return IsWithinDist(target, distance) && !HasInArc( 2 * M_PI_F - arc, target );
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}
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void WorldObject::GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z) const
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@ -1412,7 +1412,7 @@ void WorldObject::GetRandomPoint( float x, float y, float z, float distance, flo
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}
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// angle to face `obj` to `this`
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float angle = rand_norm()*2*M_PI;
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float angle = rand_norm()*2*M_PI_F;
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float new_dist = rand_norm()*distance;
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rand_x = x + new_dist * cos(angle);
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@ -1730,10 +1730,10 @@ namespace MaNGOS
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float angle = i_object.GetAngle(u)-i_angle;
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// move angle to range -pi ... +pi
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while( angle > M_PI)
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angle -= 2.0f * M_PI;
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while(angle < -M_PI)
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angle += 2.0f * M_PI;
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while( angle > M_PI_F)
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angle -= 2.0f * M_PI_F;
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while(angle < -M_PI_F)
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angle += 2.0f * M_PI_F;
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// dist include size of u
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float dist2d = i_object.GetDistance2d(x,y);
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