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@@ -2648,7 +2648,7 @@ f32 Game::getSensitivityScaleFactor() const
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// Multiply by a constant such that it becomes 1.0 at 72 degree FOV and
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// 16:9 aspect ratio to minimize disruption of existing sensitivity
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// settings.
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- return tan(fov_y / 2.0f) * 1.3763818698f;
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+ return std::tan(fov_y / 2.0f) * 1.3763819f;
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}
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void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
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@@ -2711,8 +2711,8 @@ void Game::updatePlayerControl(const CameraOrientation &cam)
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client->activeObjectsReceived() && !player->isDead()) {
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control.movement_speed = 1.0f;
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// sideways movement only
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- float dx = sin(control.movement_direction);
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- control.movement_direction = atan2(dx, 1.0f);
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+ float dx = std::sin(control.movement_direction);
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+ control.movement_direction = std::atan2(dx, 1.0f);
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}
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/* For touch, simulate holding down AUX1 (fast move) if the user has
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@@ -4250,14 +4250,14 @@ void Game::updateShadows()
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if (!shadow)
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return;
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- float in_timeofday = fmod(runData.time_of_day_smooth, 1.0f);
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+ float in_timeofday = std::fmod(runData.time_of_day_smooth, 1.0f);
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float timeoftheday = getWickedTimeOfDay(in_timeofday);
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bool is_day = timeoftheday > 0.25 && timeoftheday < 0.75;
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bool is_shadow_visible = is_day ? sky->getSunVisible() : sky->getMoonVisible();
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shadow->setShadowIntensity(is_shadow_visible ? client->getEnv().getLocalPlayer()->getLighting().shadow_intensity : 0.0f);
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- timeoftheday = fmod(timeoftheday + 0.75f, 0.5f) + 0.25f;
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+ timeoftheday = std::fmod(timeoftheday + 0.75f, 0.5f) + 0.25f;
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const float offset_constant = 10000.0f;
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v3f light = is_day ? sky->getSunDirection() : sky->getMoonDirection();
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