mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-14 01:29:07 +00:00
refactor(Core/Misc): fabs() to std::fabs() (#9790)
- prefer std functions over C functions
This commit is contained in:
@@ -1022,7 +1022,7 @@ bool Position::HasInLine(WorldObject const* target, float width) const
|
||||
return false;
|
||||
width += target->GetObjectSize();
|
||||
float angle = GetRelativeAngle(target);
|
||||
return fabs(sin(angle)) * GetExactDist2d(target->GetPositionX(), target->GetPositionY()) < width;
|
||||
return std::fabs(sin(angle)) * GetExactDist2d(target->GetPositionX(), target->GetPositionY()) < width;
|
||||
}
|
||||
|
||||
std::string Position::ToString() const
|
||||
@@ -1247,7 +1247,7 @@ InstanceScript* WorldObject::GetInstanceScript() const
|
||||
|
||||
float WorldObject::GetDistanceZ(const WorldObject* obj) const
|
||||
{
|
||||
float dz = fabs(GetPositionZ() - obj->GetPositionZ());
|
||||
float dz = std::fabs(GetPositionZ() - obj->GetPositionZ());
|
||||
float sizefactor = GetObjectSize() + obj->GetObjectSize();
|
||||
float dist = dz - sizefactor;
|
||||
return (dist > 0 ? dist : 0);
|
||||
@@ -1555,7 +1555,7 @@ void Position::GetSinCos(const float x, const float y, float& vsin, float& vcos)
|
||||
float dx = GetPositionX() - x;
|
||||
float dy = GetPositionY() - y;
|
||||
|
||||
if (fabs(dx) < 0.001f && fabs(dy) < 0.001f)
|
||||
if (std::fabs(dx) < 0.001f && std::fabs(dy) < 0.001f)
|
||||
{
|
||||
float angle = (float)rand_norm() * static_cast<float>(2 * M_PI);
|
||||
vcos = cos(angle);
|
||||
@@ -1651,7 +1651,7 @@ bool WorldObject::IsInBetween(const WorldObject* obj1, const WorldObject* obj2,
|
||||
float A = (obj2->GetPositionY() - obj1->GetPositionY()) / (obj2->GetPositionX() - obj1->GetPositionX());
|
||||
float B = -1;
|
||||
float C = obj1->GetPositionY() - A * obj1->GetPositionX();
|
||||
float dist = fabs(A * GetPositionX() + B * GetPositionY() + C) / sqrt(A * A + B * B);
|
||||
float dist = std::fabs(A * GetPositionX() + B * GetPositionY() + C) / sqrt(A * A + B * B);
|
||||
return dist <= size;
|
||||
}
|
||||
|
||||
@@ -2786,7 +2786,7 @@ bool WorldObject::GetClosePoint(float& x, float& y, float& z, float size, float
|
||||
// angle calculated from current orientation
|
||||
GetNearPoint(forWho, x, y, z, size, distance2d, GetOrientation() + angle);
|
||||
|
||||
if (fabs(this->GetPositionZ() - z) > 3.0f || !IsWithinLOS(x, y, z))
|
||||
if (std::fabs(this->GetPositionZ() - z) > 3.0f || !IsWithinLOS(x, y, z))
|
||||
{
|
||||
x = this->GetPositionX();
|
||||
y = this->GetPositionY();
|
||||
@@ -2830,7 +2830,7 @@ void WorldObject::GetContactPoint(const WorldObject* obj, float& x, float& y, fl
|
||||
GetNearPoint(obj, x, y, z, obj->GetObjectSize(), distance2d, GetAngle(obj));
|
||||
|
||||
// Exclude gameobjects from LoS calculations
|
||||
if (fabs(this->GetPositionZ() - z) > 3.0f || (GetTypeId() != TYPEID_GAMEOBJECT && !IsWithinLOS(x, y, z)))
|
||||
if (std::fabs(this->GetPositionZ() - z) > 3.0f || (GetTypeId() != TYPEID_GAMEOBJECT && !IsWithinLOS(x, y, z)))
|
||||
{
|
||||
x = this->GetPositionX();
|
||||
y = this->GetPositionY();
|
||||
@@ -2844,7 +2844,7 @@ void WorldObject::GetChargeContactPoint(const WorldObject* obj, float& x, float&
|
||||
// angle to face `obj` to `this` using distance includes size of `obj`
|
||||
GetNearPoint(obj, x, y, z, obj->GetObjectSize(), distance2d, GetAngle(obj));
|
||||
|
||||
if (fabs(this->GetPositionZ() - z) > 3.0f || !IsWithinLOS(x, y, z))
|
||||
if (std::fabs(this->GetPositionZ() - z) > 3.0f || !IsWithinLOS(x, y, z))
|
||||
{
|
||||
x = this->GetPositionX();
|
||||
y = this->GetPositionY();
|
||||
@@ -2874,20 +2874,20 @@ void WorldObject::MovePosition(Position& pos, float dist, float angle)
|
||||
|
||||
ground = GetMapHeight(destx, desty, MAX_HEIGHT);
|
||||
floor = GetMapHeight(destx, desty, pos.m_positionZ);
|
||||
destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor;
|
||||
destz = std::fabs(ground - pos.m_positionZ) <= std::fabs(floor - pos.m_positionZ) ? ground : floor;
|
||||
|
||||
float step = dist / 10.0f;
|
||||
|
||||
for (uint8 j = 0; j < 10; ++j)
|
||||
{
|
||||
// do not allow too big z changes
|
||||
if (fabs(pos.m_positionZ - destz) > 6.0f)
|
||||
if (std::fabs(pos.m_positionZ - destz) > 6.0f)
|
||||
{
|
||||
destx -= step * cos(angle);
|
||||
desty -= step * sin(angle);
|
||||
ground = GetMapHeight(destx, desty, MAX_HEIGHT);
|
||||
floor = GetMapHeight(destx, desty, pos.m_positionZ);
|
||||
destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor;
|
||||
destz = std::fabs(ground - pos.m_positionZ) <= std::fabs(floor - pos.m_positionZ) ? ground : floor;
|
||||
}
|
||||
// we have correct destz now
|
||||
else
|
||||
|
||||
Reference in New Issue
Block a user