diff options
| author | jackpoz <giacomopoz@gmail.com> | 2014-08-21 16:56:11 +0200 |
|---|---|---|
| committer | jackpoz <giacomopoz@gmail.com> | 2014-08-23 19:56:41 +0200 |
| commit | 7fe7f30521503559dc8aee9f3127e11111f8ccc4 (patch) | |
| tree | f4a75f563e89957d43cef93253bfc300ecf57339 /src/server/game/Maps | |
| parent | f5f9df0483fbf847eb9ee4e6ec4ecc6cf66d3a47 (diff) | |
Core/Misc: Fix some -Wconversion warnings
Diffstat (limited to 'src/server/game/Maps')
| -rw-r--r-- | src/server/game/Maps/Map.cpp | 2 | ||||
| -rw-r--r-- | src/server/game/Maps/TransportMgr.cpp | 14 |
2 files changed, 8 insertions, 8 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp index 47cb7504fb8..243a931d463 100644 --- a/src/server/game/Maps/Map.cpp +++ b/src/server/game/Maps/Map.cpp @@ -2171,7 +2171,7 @@ float Map::GetHeight(float x, float y, float z, bool checkVMap /*= true*/, float // we are already under the surface or vmap height above map heigt // or if the distance of the vmap height is less the land height distance - if (z < mapHeight || vmapHeight > mapHeight || fabs(mapHeight-z) > fabs(vmapHeight-z)) + if (z < mapHeight || vmapHeight > mapHeight || std::fabs(mapHeight - z) > std::fabs(vmapHeight - z)) return vmapHeight; else return mapHeight; // better use .map surface height diff --git a/src/server/game/Maps/TransportMgr.cpp b/src/server/game/Maps/TransportMgr.cpp index 28869d264c4..a177965b99f 100644 --- a/src/server/game/Maps/TransportMgr.cpp +++ b/src/server/game/Maps/TransportMgr.cpp @@ -139,7 +139,7 @@ void TransportMgr::GeneratePath(GameObjectTemplate const* goInfo, TransportTempl KeyFrame k(node_i); G3D::Vector3 h; orientationSpline.evaluate_derivative(i + 1, 0.0f, h); - k.InitialOrientation = Position::NormalizeOrientation(atan2(h.y, h.x) + M_PI); + k.InitialOrientation = Position::NormalizeOrientation(std::atan2(h.y, h.x) + float(M_PI)); keyFrames.push_back(k); splinePath.push_back(G3D::Vector3(node_i.x, node_i.y, node_i.z)); @@ -213,7 +213,7 @@ void TransportMgr::GeneratePath(GameObjectTemplate const* goInfo, TransportTempl for (size_t j = start; j < i + extra; ++j) { keyFrames[j].Index = j - start + 1; - keyFrames[j].DistFromPrev = spline->length(j - start, j + 1 - start); + keyFrames[j].DistFromPrev = float(spline->length(j - start, j + 1 - start)); if (j > 0) keyFrames[j - 1].NextDistFromPrev = keyFrames[j].DistFromPrev; keyFrames[j].Spline = spline; @@ -276,22 +276,22 @@ void TransportMgr::GeneratePath(GameObjectTemplate const* goInfo, TransportTempl if (keyFrames[i].DistSinceStop < keyFrames[i].DistUntilStop) // is still accelerating { // calculate accel+brake time for this short segment - float segment_time = 2.0f * sqrt((keyFrames[i].DistUntilStop + keyFrames[i].DistSinceStop) / accel); + float segment_time = 2.0f * std::sqrt((keyFrames[i].DistUntilStop + keyFrames[i].DistSinceStop) / accel); // substract acceleration time - keyFrames[i].TimeTo = segment_time - sqrt(2 * keyFrames[i].DistSinceStop / accel); + keyFrames[i].TimeTo = segment_time - std::sqrt(2 * keyFrames[i].DistSinceStop / accel); } else // slowing down - keyFrames[i].TimeTo = sqrt(2 * keyFrames[i].DistUntilStop / accel); + keyFrames[i].TimeTo = std::sqrt(2 * keyFrames[i].DistUntilStop / accel); } else if (keyFrames[i].DistSinceStop < accel_dist) // still accelerating (but will reach full speed) { // calculate accel + cruise + brake time for this long segment float segment_time = (keyFrames[i].DistUntilStop + keyFrames[i].DistSinceStop) / speed + (speed / accel); // substract acceleration time - keyFrames[i].TimeTo = segment_time - sqrt(2 * keyFrames[i].DistSinceStop / accel); + keyFrames[i].TimeTo = segment_time - std::sqrt(2 * keyFrames[i].DistSinceStop / accel); } else if (keyFrames[i].DistUntilStop < accel_dist) // already slowing down (but reached full speed) - keyFrames[i].TimeTo = sqrt(2 * keyFrames[i].DistUntilStop / accel); + keyFrames[i].TimeTo = std::sqrt(2 * keyFrames[i].DistUntilStop / accel); else // at full speed keyFrames[i].TimeTo = (keyFrames[i].DistUntilStop / speed) + (0.5f * speed / accel); } |
