# Fixed infinite loop.

Also fixed sectorDivs so it's always initialised, since the complaints
were annoying.
Camera: Added a const.
Super cavalry: Added required(?) aura attributes.

This was SVN commit r3906.
This commit is contained in:
Ykkrosh
2006-05-29 03:28:54 +00:00
parent 1a8cb85e08
commit 03a08e00a5
5 changed files with 12 additions and 17 deletions
+3 -3
View File
@@ -187,7 +187,7 @@ void CCamera::BuildCameraRay( int px, int py, CVector3D& origin, CVector3D& dir
dir.Normalize();
}
void CCamera::GetScreenCoordinates( const CVector3D& world, float& x, float& y )
void CCamera::GetScreenCoordinates( const CVector3D& world, float& x, float& y ) const
{
CMatrix3D transform;
m_Orientation.GetInverse( transform );
@@ -203,8 +203,8 @@ void CCamera::GetScreenCoordinates( const CVector3D& world, float& x, float& y )
CVector3D CCamera::GetWorldCoordinates( int px, int py )
{
CHFTracer tracer( g_Game->GetWorld()->GetTerrain() ); int x, z;
CHFTracer tracer( g_Game->GetWorld()->GetTerrain() );
int x, z;
CVector3D origin, dir, delta, currentTarget;
BuildCameraRay( px, py, origin, dir );