[Add] Set some anim params so engine pulse works. Looks pretty nice.

[Fix] Fixed ambiguois calls to pow().
This commit is contained in:
Rtch90 2017-11-14 20:04:36 +00:00
parent c80c6b3d17
commit d0bbe9df73
2 changed files with 7 additions and 2 deletions

View File

@ -163,6 +163,11 @@ void Ship::Render(const Frame* camFrame) {
params.linthrust[0] = m_thrusters[ShipType::THRUSTER_RIGHT] - m_thrusters[ShipType::THRUSTER_LEFT];
params.linthrust[1] = m_thrusters[ShipType::THRUSTER_TOP] - m_thrusters[ShipType::THRUSTER_BOTTOM];
params.linthrust[2] = m_thrusters[ShipType::THRUSTER_REAR] - m_thrusters[ShipType::THRUSTER_FRONT];
params.pAnim[ASRC_SECFRAC] = L3D::GetGameTime();
params.pAnim[ASRC_MINFRAC] = L3D::GetGameTime() / 60;
params.pAnim[ASRC_HOURFRAC] = L3D::GetGameTime() / 3600.0f;
params.pAnim[ASRC_DAYFRAC] = L3D::GetGameTime() / (24*3600.0f);
strncpy(params.pText[0], GetLabel().c_str(), sizeof(params.pText));
RenderSbreModel(camFrame, stype.sbreModel, &params);

View File

@ -199,9 +199,9 @@ void SystemView::Draw3D(void) {
void SystemView::Update(void) {
const float ft = L3D::GetFrameTime();
if(L3D::KeyState(SDLK_EQUALS) ||
m_zoomInButton->IsPressed()) m_zoom *= pow(4, ft);
m_zoomInButton->IsPressed()) m_zoom *= pow(4.0f, ft);
if(L3D::KeyState(SDLK_MINUS) ||
m_zoomOutButton->IsPressed()) m_zoom *= pow(0.25, ft);
m_zoomOutButton->IsPressed()) m_zoom *= pow(0.25f, ft);
if(L3D::MouseButtonState(3)) {
int motion[2];
L3D::GetMouseMotion(motion);