Fix typo in Player::GetVelocity()

Corrected GetVelocty() to GetVelocity() everywhere it occurs.
This commit is contained in:
dtomlinson-ga 2019-11-28 00:32:36 -05:00 committed by YVT
parent 08e792e7fa
commit 4ce8546df8
4 changed files with 10 additions and 10 deletions

View File

@ -420,7 +420,7 @@ namespace spades {
{
float scale = dt;
Vector3 vel = player->GetVelocty();
Vector3 vel = player->GetVelocity();
Vector3 front = player->GetFront();
Vector3 right = player->GetRight();
Vector3 up = player->GetUp();
@ -698,7 +698,7 @@ namespace spades {
{
float sp = 1.f - aimDownState;
sp *= .3f;
sp *= std::min(1.f, p->GetVelocty().GetLength() * 5.f);
sp *= std::min(1.f, p->GetVelocity().GetLength() * 5.f);
viewWeaponOffset.x +=
sinf(p->GetWalkAnimationProgress() * M_PI * 2.f) * 0.013f * sp;
float vl = cosf(p->GetWalkAnimationProgress() * M_PI * 2.f);
@ -898,11 +898,11 @@ namespace spades {
Matrix4 leg2 = Matrix4::Translate(0.25f, 0.2f, -0.1f);
float ang = sinf(p->GetWalkAnimationProgress() * M_PI * 2.f) * 0.6f;
float walkVel = Vector3::Dot(p->GetVelocty(), p->GetFront2D()) * 4.f;
float walkVel = Vector3::Dot(p->GetVelocity(), p->GetFront2D()) * 4.f;
leg1 = leg1 * Matrix4::Rotate(MakeVector3(1, 0, 0), ang * walkVel);
leg2 = leg2 * Matrix4::Rotate(MakeVector3(1, 0, 0), -ang * walkVel);
walkVel = Vector3::Dot(p->GetVelocty(), p->GetRight()) * 3.f;
walkVel = Vector3::Dot(p->GetVelocity(), p->GetRight()) * 3.f;
leg1 = leg1 * Matrix4::Rotate(MakeVector3(0, 1, 0), ang * walkVel);
leg2 = leg2 * Matrix4::Rotate(MakeVector3(0, 1, 0), -ang * walkVel);
@ -932,11 +932,11 @@ namespace spades {
Matrix4 leg2 = Matrix4::Translate(0.25f, 0.f, -0.1f);
float ang = sinf(p->GetWalkAnimationProgress() * M_PI * 2.f) * 0.6f;
float walkVel = Vector3::Dot(p->GetVelocty(), p->GetFront2D()) * 4.f;
float walkVel = Vector3::Dot(p->GetVelocity(), p->GetFront2D()) * 4.f;
leg1 = leg1 * Matrix4::Rotate(MakeVector3(1, 0, 0), ang * walkVel);
leg2 = leg2 * Matrix4::Rotate(MakeVector3(1, 0, 0), -ang * walkVel);
walkVel = Vector3::Dot(p->GetVelocty(), p->GetRight()) * 3.f;
walkVel = Vector3::Dot(p->GetVelocity(), p->GetRight()) * 3.f;
leg1 = leg1 * Matrix4::Rotate(MakeVector3(0, 1, 0), ang * walkVel);
leg2 = leg2 * Matrix4::Rotate(MakeVector3(0, 1, 0), -ang * walkVel);

View File

@ -392,7 +392,7 @@ namespace spades {
PlayerInput inp = playerInput;
WeaponInput winp = weapInput;
Vector3 velocity = player->GetVelocty();
Vector3 velocity = player->GetVelocity();
Vector3 horizontalVelocity{velocity.x, velocity.y, 0.0f};
if (horizontalVelocity.GetLength() < 0.1f) {
@ -841,7 +841,7 @@ namespace spades {
} else if (kt == KillTypeGrenade) {
corp->AddImpulse(MakeVector3(0, 0, -4.f - SampleRandomFloat() * 4.f));
}
corp->AddImpulse(victim->GetVelocty() * 32.f);
corp->AddImpulse(victim->GetVelocity() * 32.f);
corpses.emplace_back(corp);
if (corpses.size() > corpseHardLimit) {

View File

@ -797,7 +797,7 @@ namespace spades {
vel = MakeVector3(0, 0, 0);
}
vel += GetVelocty();
vel += GetVelocity();
if (this == world->GetLocalPlayer()) {
Grenade *gren = new Grenade(world, muzzle, vel, fuse);

View File

@ -204,7 +204,7 @@ namespace spades {
Vector3 GetUp();
Vector3 GetEye() { return eye; }
Vector3 GetOrigin(); // actually not origin at all!
Vector3 GetVelocty() { return velocity; }
Vector3 GetVelocity() { return velocity; }
int GetMoveSteps() { return moveSteps; }
World *GetWorld() { return world; }