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Fix double -> float conversions
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@ -151,7 +151,7 @@ void CSVRender::CellArrow::buildShape()
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osg::Vec4Array *colours = new osg::Vec4Array;
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osg::Vec4Array *colours = new osg::Vec4Array;
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for (int i=0; i<6; ++i)
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for (int i=0; i<6; ++i)
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colours->push_back (osg::Vec4f (0.11, 0.6f, 0.95f, 1.0f));
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colours->push_back (osg::Vec4f (0.11f, 0.6f, 0.95f, 1.0f));
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for (int i=0; i<6; ++i)
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for (int i=0; i<6; ++i)
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colours->push_back (osg::Vec4f (0.08f, 0.44f, 0.7f, 1.0f));
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colours->push_back (osg::Vec4f (0.08f, 0.44f, 0.7f, 1.0f));
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@ -93,7 +93,7 @@ namespace MWGui
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int windowHeight = window->getSize().height;
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int windowHeight = window->getSize().height;
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//initial values defined in openmw_stats_window.layout, if custom options are not present in .layout, a default is loaded
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//initial values defined in openmw_stats_window.layout, if custom options are not present in .layout, a default is loaded
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float leftPaneRatio = 0.44;
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float leftPaneRatio = 0.44f;
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if (mLeftPane->isUserString("LeftPaneRatio"))
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if (mLeftPane->isUserString("LeftPaneRatio"))
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leftPaneRatio = MyGUI::utility::parseFloat(mLeftPane->getUserString("LeftPaneRatio"));
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leftPaneRatio = MyGUI::utility::parseFloat(mLeftPane->getUserString("LeftPaneRatio"));
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@ -531,7 +531,7 @@ namespace MWMechanics
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// Otherwise apply a random side step (kind of dodging) with some probability
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// Otherwise apply a random side step (kind of dodging) with some probability
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// if actor is within range of target's weapon.
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// if actor is within range of target's weapon.
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if (std::abs(angleToTarget) > osg::PI / 4)
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if (std::abs(angleToTarget) > osg::PI / 4)
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moveDuration = 0.2;
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moveDuration = 0.2f;
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else if (distToTarget <= rangeAttackOfTarget && Misc::Rng::rollClosedProbability() < 0.25)
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else if (distToTarget <= rangeAttackOfTarget && Misc::Rng::rollClosedProbability() < 0.25)
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moveDuration = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
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moveDuration = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
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if (moveDuration > 0)
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if (moveDuration > 0)
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@ -17,10 +17,10 @@ namespace MWPhysics
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// Arbitrary number. To prevent infinite loops. They shouldn't happen but it's good to be prepared.
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// Arbitrary number. To prevent infinite loops. They shouldn't happen but it's good to be prepared.
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static constexpr int sMaxIterations = 8;
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static constexpr int sMaxIterations = 8;
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// Allows for more precise movement solving without getting stuck or snagging too easily.
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// Allows for more precise movement solving without getting stuck or snagging too easily.
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static constexpr float sCollisionMargin = 0.1;
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static constexpr float sCollisionMargin = 0.1f;
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// Allow for a small amount of penetration to prevent numerical precision issues from causing the "unstuck"ing code to run unnecessarily
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// Allow for a small amount of penetration to prevent numerical precision issues from causing the "unstuck"ing code to run unnecessarily
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// Currently set to 0 because having the "unstuck"ing code run whenever possible prevents some glitchy snagging issues
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// Currently set to 0 because having the "unstuck"ing code run whenever possible prevents some glitchy snagging issues
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static constexpr float sAllowedPenetration = 0.0;
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static constexpr float sAllowedPenetration = 0.0f;
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}
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}
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#endif
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#endif
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