More cleanups of custom classes in favor of .NET runtime types.

This commit is contained in:
hondacrx
2021-11-15 18:04:57 -05:00
parent a9a51d0641
commit b026ee7ef8
132 changed files with 373 additions and 6833 deletions
+4 -3
View File
@@ -20,6 +20,7 @@ using Framework.GameMath;
using System;
using System.Collections.Generic;
using System.IO;
using System.Numerics;
namespace Game.Collision
{
@@ -346,7 +347,7 @@ namespace Game.Collision
public bool GetObjectHitPos(Vector3 pPos1, Vector3 pPos2, out Vector3 pResultHitPos, float pModifyDist)
{
bool result;
float maxDist = (pPos2 - pPos1).magnitude();
float maxDist = (pPos2 - pPos1).Length();
// valid map coords should *never ever* produce float overflow, but this would produce NaNs too
Cypher.Assert(maxDist < float.MaxValue);
// prevent NaN values which can cause BIH intersection to enter infinite loop
@@ -363,7 +364,7 @@ namespace Game.Collision
pResultHitPos = pPos1 + dir * dist;
if (pModifyDist < 0)
{
if ((pResultHitPos - pPos1).magnitude() > -pModifyDist)
if ((pResultHitPos - pPos1).Length() > -pModifyDist)
{
pResultHitPos += dir * pModifyDist;
}
@@ -388,7 +389,7 @@ namespace Game.Collision
public bool IsInLineOfSight(Vector3 pos1, Vector3 pos2, ModelIgnoreFlags ignoreFlags)
{
float maxDist = (pos2 - pos1).magnitude();
float maxDist = (pos2 - pos1).Length();
// return false if distance is over max float, in case of cheater teleporting to the end of the universe
if (maxDist == float.MaxValue ||
maxDist == float.PositiveInfinity)