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author | 2024-09-25 18:27:10 +0100 | |
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committer | 2024-09-25 18:28:38 +0100 | |
commit | a62d7366a6061c1873b87ead944e2521f589b0c7 (patch) | |
tree | 4c3f79c9e1df070f2b1b4cf6207020bc2d63d68b | |
parent | ffa498d89f66c815b28134fe1af5ddac4408875a (diff) | |
download | sst-a62d7366a6061c1873b87ead944e2521f589b0c7.tar.gz sst-a62d7366a6061c1873b87ead944e2521f589b0c7.zip |
Use single-precision trig functions in testwarp
There was never a need to calculate more precision and then throw it
away again. This was just an oversight.
-rw-r--r-- | src/l4dwarp.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/l4dwarp.c b/src/l4dwarp.c index f508460..d5f124b 100644 --- a/src/l4dwarp.c +++ b/src/l4dwarp.c @@ -86,10 +86,10 @@ static struct vec3f warptarget(void *ent) { const struct vec3f *ang = mem_offset(ent, off_eyeang); // L4D idle warps go up to 10 units behind yaw, lessening based on pitch. float pitch = ang->x * M_PI / 180, yaw = ang->y * M_PI / 180; - float shift = -10 * cos(pitch); + float shift = -10 * cosf(pitch); return (struct vec3f){ - org->x + shift * cos(yaw), - org->y + shift * sin(yaw), + org->x + shift * cosf(yaw), + org->y + shift * sinf(yaw), org->z }; } |