Fix undefined behaviour in arm movement when dividing by zero
parent
b3a36f7378
commit
53a6b5439e
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@ -197,8 +197,15 @@ void Camera::step(f32 dtime)
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void Camera::addArmInertia(f32 player_yaw, f32 frametime)
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{
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m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / m_timer.X) * 0.01f;
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m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / m_timer.Y);
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if (m_timer.X == 0.0f)
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m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw)) * 0.01f;
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else
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m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / m_timer.X) * 0.01f;
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if (m_timer.Y == 0.0f)
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m_cam_vel.Y = std::fabs(m_last_cam_pos.Y - m_camera_direction.Y);
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else
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m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / m_timer.Y);
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if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
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/*
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@ -206,8 +213,7 @@ void Camera::addArmInertia(f32 player_yaw, f32 frametime)
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*/
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if (m_cam_vel.X > 1.0f) {
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m_timer.X = 0.0f;
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m_timer.X += frametime;
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m_timer.X = frametime;
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if (m_cam_vel.X > m_cam_vel_old.X)
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m_cam_vel_old.X = m_cam_vel.X;
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@ -226,8 +232,7 @@ void Camera::addArmInertia(f32 player_yaw, f32 frametime)
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}
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if (m_cam_vel.Y > 1.0f) {
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m_timer.Y = 0.0f;
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m_timer.Y += frametime;
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m_timer.Y = frametime;
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if (m_cam_vel.Y > m_cam_vel_old.Y)
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m_cam_vel_old.Y = m_cam_vel.Y;
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