@@ -671,7 +671,7 @@ Locomotor::Locomotor(const LocomotorTemplate* tmpl)
671
671
m_angleOffset = GameLogicRandomValueReal(-PI/6, PI/6);
672
672
m_offsetIncrement = (PI/40) * (GameLogicRandomValueReal(0.8f, 1.2f)/m_template->m_wanderLengthFactor);
673
673
setFlag(OFFSET_INCREASING, GameLogicRandomValue(0,1));
674
- m_donutTimer = TheGameLogic->getFrame()+DONUT_TIME_DELAY_SECONDS*LOGICFRAMES_PER_SECOND;
674
+ m_donutTimer = TheGameLogic->getFrame()+DONUT_TIME_DELAY_SECONDS* static_cast<Real>( LOGICFRAMES_PER_SECOND) ;
675
675
}
676
676
677
677
//-------------------------------------------------------------------------------------------------
@@ -785,7 +785,7 @@ void Locomotor::loadPostProcess( void )
785
785
void Locomotor::startMove(void)
786
786
{
787
787
// Reset the donut timer.
788
- m_donutTimer = TheGameLogic->getFrame()+DONUT_TIME_DELAY_SECONDS*LOGICFRAMES_PER_SECOND;
788
+ m_donutTimer = TheGameLogic->getFrame()+DONUT_TIME_DELAY_SECONDS* static_cast<Real>( LOGICFRAMES_PER_SECOND) ;
789
789
}
790
790
791
791
//-------------------------------------------------------------------------------------------------
@@ -1115,7 +1115,7 @@ void Locomotor::locoUpdate_moveTowardsPosition(Object* obj, const Coord3D& goalP
1115
1115
1116
1116
if (wasBraking)
1117
1117
{
1118
- #define MIN_VEL (PATHFIND_CELL_SIZE_F/(LOGICFRAMES_PER_SECOND))
1118
+ #define MIN_VEL (PATHFIND_CELL_SIZE_F/(static_cast<Real>( LOGICFRAMES_PER_SECOND) ))
1119
1119
1120
1120
Coord3D pos = *obj->getPosition();
1121
1121
if (obj->isKindOf(KINDOF_PROJECTILE))
@@ -1148,7 +1148,7 @@ void Locomotor::locoUpdate_moveTowardsPosition(Object* obj, const Coord3D& goalP
1148
1148
if (dist > 0.001f)
1149
1149
{
1150
1150
Real vel = fabs(physics->getForwardSpeed2D());
1151
- if (vel < MIN_VEL)
1151
+ if (vel < MIN_VEL)
1152
1152
vel = MIN_VEL;
1153
1153
if (vel > dist)
1154
1154
vel = dist; // do not overcompensate!
@@ -1427,7 +1427,7 @@ void Locomotor::moveTowardsPositionWheels(Object* obj, PhysicsBehavior *physics,
1427
1427
}
1428
1428
1429
1429
if (onPathDistToGoal > DONUT_DISTANCE) {
1430
- m_donutTimer = TheGameLogic->getFrame()+DONUT_TIME_DELAY_SECONDS*LOGICFRAMES_PER_SECOND;
1430
+ m_donutTimer = TheGameLogic->getFrame()+DONUT_TIME_DELAY_SECONDS* static_cast<Real>( LOGICFRAMES_PER_SECOND) ;
1431
1431
} else {
1432
1432
if (m_donutTimer < TheGameLogic->getFrame()) {
1433
1433
setFlag(IS_BRAKING, true);
@@ -2441,7 +2441,7 @@ Bool Locomotor::locoUpdate_maintainCurrentPosition(Object* obj)
2441
2441
setFlag(MAINTAIN_POS_IS_VALID, true);
2442
2442
}
2443
2443
2444
- m_donutTimer = TheGameLogic->getFrame()+DONUT_TIME_DELAY_SECONDS*LOGICFRAMES_PER_SECOND;
2444
+ m_donutTimer = TheGameLogic->getFrame()+DONUT_TIME_DELAY_SECONDS* static_cast<Real>( LOGICFRAMES_PER_SECOND) ;
2445
2445
setFlag(IS_BRAKING, false);
2446
2446
PhysicsBehavior *physics = obj->getPhysics();
2447
2447
if (physics == NULL)
0 commit comments