Replaced GlobalAlloc with malloc.
WaveMix keeps GlobalAlloc for authenticity. Fixed float to double casts. Some cleanup.
This commit is contained in:
@@ -239,7 +239,7 @@ int pb::frame(int time)
|
||||
else
|
||||
{
|
||||
auto nudgeDec = nudge::nudge_count - timeMul;
|
||||
if (nudgeDec <= 0.0)
|
||||
if (nudgeDec <= 0.0f)
|
||||
nudgeDec = 0.0;
|
||||
nudge::nudge_count = nudgeDec;
|
||||
}
|
||||
@@ -248,11 +248,11 @@ int pb::frame(int time)
|
||||
score::update(MainTable->CurScoreStruct);
|
||||
if (!MainTable->TiltLockFlag)
|
||||
{
|
||||
if (nudge::nudge_count > 0.5)
|
||||
if (nudge::nudge_count > 0.5f)
|
||||
{
|
||||
pinball::InfoTextBox->Display(pinball::get_rc_string(25, 0), 2.0);
|
||||
}
|
||||
if (nudge::nudge_count > 1.0)
|
||||
if (nudge::nudge_count > 1.0f)
|
||||
MainTable->tilt(time_now);
|
||||
}
|
||||
}
|
||||
@@ -288,13 +288,13 @@ void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
|
||||
ball->Acceleration.Y = ball->Speed * ball->Acceleration.Y;
|
||||
maths::vector_add(&ball->Acceleration, &vec2);
|
||||
ball->Speed = maths::normalize_2d(&ball->Acceleration);
|
||||
ball->InvAcceleration.X = ball->Acceleration.X == 0.0 ? 1000000000.0f : 1.0f / ball->Acceleration.X;
|
||||
ball->InvAcceleration.Y = ball->Acceleration.Y == 0.0 ? 1000000000.0f : 1.0f / ball->Acceleration.Y;
|
||||
ball->InvAcceleration.X = ball->Acceleration.X == 0.0f ? 1000000000.0f : 1.0f / ball->Acceleration.X;
|
||||
ball->InvAcceleration.Y = ball->Acceleration.Y == 0.0f ? 1000000000.0f : 1.0f / ball->Acceleration.Y;
|
||||
}
|
||||
|
||||
auto timeDelta2 = timeDelta;
|
||||
auto timeNow2 = timeNow;
|
||||
for (auto index = 10; timeDelta2 > 0.000001 && index; --index)
|
||||
for (auto index = 10; timeDelta2 > 0.000001f && index; --index)
|
||||
{
|
||||
auto time = collide(timeNow2, timeDelta2, ball);
|
||||
timeDelta2 -= time;
|
||||
@@ -632,7 +632,7 @@ float pb::collide(float timeNow, float timeDelta, TBall* ball)
|
||||
TEdgeSegment* edge = nullptr;
|
||||
auto distance = TTableLayer::edge_manager->FindCollisionDistance(&ray, ball, &edge);
|
||||
ball->EdgeCollisionCount = 0;
|
||||
if (distance >= 1000000000.0)
|
||||
if (distance >= 1000000000.0f)
|
||||
{
|
||||
maxDistance = timeDelta * ball->Speed;
|
||||
ball->RayMaxDistance = maxDistance;
|
||||
@@ -644,7 +644,7 @@ float pb::collide(float timeNow, float timeDelta, TBall* ball)
|
||||
else
|
||||
{
|
||||
edge->EdgeCollision(ball, distance);
|
||||
if (ball->Speed > 0.000000001)
|
||||
if (ball->Speed > 0.000000001f)
|
||||
return fabs(distance / ball->Speed);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user