miscellaneous, mostly world related
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@ -279,7 +279,7 @@ void CRadar::DrawBlips()
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if (TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN1)
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angle = PI + FindPlayerHeading();
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else
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angle = FindPlayerHeading() - (PI + atan2(-TheCamera.GetForward().x, TheCamera.GetForward().y));
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angle = FindPlayerHeading() - (PI + TheCamera.GetForward().Heading());
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DrawRotatingRadarSprite(CentreSprite, out.x, out.y, angle, 255);
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@ -868,8 +868,8 @@ void CRadar::TransformRadarPointToRealWorldSpace(CVector2D &out, const CVector2D
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{
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float s, c;
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s = -sin(atan2(-TheCamera.GetForward().x, TheCamera.GetForward().y));
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c = cos(atan2(-TheCamera.GetForward().x, TheCamera.GetForward().y));
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s = -sin(TheCamera.GetForward().Heading());
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c = cos(TheCamera.GetForward().Heading());
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if (TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN1 || TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWNPED) {
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s = 0.0f;
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@ -885,8 +885,8 @@ void CRadar::TransformRadarPointToRealWorldSpace(CVector2D &out, const CVector2D
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else
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forward = TheCamera.Cams[TheCamera.ActiveCam].CamTargetEntity->GetPosition() - TheCamera.Cams[TheCamera.ActiveCam].SourceBeforeLookBehind;
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s = -sin(atan2(-forward.x, forward.y));
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c = cos(atan2(-forward.x, forward.y));
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s = -sin(forward.Heading());
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c = cos(forward.Heading());
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}
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out.x = s * in.y + c * in.x;
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@ -915,8 +915,8 @@ void CRadar::TransformRealWorldPointToRadarSpace(CVector2D &out, const CVector2D
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c = 1.0f;
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}
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else if (TheCamera.GetLookDirection() == LOOKING_FORWARD) {
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s = sin(atan2(-TheCamera.GetForward().x, TheCamera.GetForward().y));
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c = cos(atan2(-TheCamera.GetForward().x, TheCamera.GetForward().y));
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s = sin(TheCamera.GetForward().Heading());
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c = cos(TheCamera.GetForward().Heading());
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}
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else {
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CVector forward;
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@ -928,8 +928,8 @@ void CRadar::TransformRealWorldPointToRadarSpace(CVector2D &out, const CVector2D
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else
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forward = TheCamera.Cams[TheCamera.ActiveCam].CamTargetEntity->GetPosition() - TheCamera.Cams[TheCamera.ActiveCam].SourceBeforeLookBehind;
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s = sin(atan2(-forward.x, forward.y));
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c = cos(atan2(-forward.x, forward.y));
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s = sin(forward.Heading());
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c = cos(forward.Heading());
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}
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float x = (in.x - vec2DRadarOrigin.x) * (1.0f / m_RadarRange);
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