physics: fix a lot of problems

This commit is contained in:
nillerusr
2021-10-23 14:41:59 +03:00
parent cb04a1e451
commit dc2be1dcb4
31 changed files with 104 additions and 54 deletions
+2 -2
View File
@@ -150,8 +150,8 @@ C_SteamJet::C_SteamJet()
m_bFaceLeft = false;
m_ParticleEffect.SetAlwaysSimulate( false ); // Don't simulate outside the PVS or frustum.
m_vLastRampUpdatePos.Init( 1e16, 1e16, 1e16 );
m_vLastRampUpdateAngles.Init( 1e16, 1e16, 1e16 );
m_vLastRampUpdatePos.Init( 1e24, 1e24, 1e24 );
m_vLastRampUpdateAngles.Init( 1e24, 1e24, 1e24 );
}
+1 -1
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@@ -283,7 +283,7 @@ struct CInterpolatedVarEntryBase<Type, false>
{
Assert(maxCount==1);
}
Type *NewEntry( const Type *pValue, int maxCount, float time )
Type *NewEntry( Type *pValue, int maxCount, float time )
{
Assert(maxCount==1);
changetime = time;
+2 -2
View File
@@ -125,8 +125,8 @@ inline CParticleRenderIterator::CParticleRenderIterator()
m_bGotFirst = false;
m_flPrevZ = 0;
m_nParticlesInCurrentBatch = 0;
m_MinZ = 1e16;
m_MaxZ = -1e16;
m_MinZ = 1e24;
m_MaxZ = -1e24;
m_nZCoords = 0;
}
@@ -173,7 +173,7 @@ void CMCVMinimapPanel::OnMousePressed( vgui::MouseCode code )
// Find the closest MCV to their mouse press.
int iClosest = -1;
float flClosest = 1e16;
float flClosest = 1e24;
Vector2D curMousePos( m_LastX, m_LastY );
for ( int i=0; i < pPanel->m_DeployedTeleportStations.Count(); i++ )
+1 -1
View File
@@ -79,7 +79,7 @@ IPhysicsObject *PhysModelCreateCustom( C_BaseEntity *pEntity, const CPhysCollide
solid_t solid;
solid.params = g_PhysDefaultObjectParams;
solid.params.mass = 85.0f;
solid.params.inertia = 1e16f;
solid.params.inertia = 1e24f;
int surfaceProp = -1;
if ( props && props[0] )
{