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trying something else... also replaced M_PI by PI everywhere
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@ -105,10 +105,10 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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if ((m_view_bobbing_anim & (BOBFRAMES/2-1)) != 0)
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{
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f32 bobamount = cos(player->getPitch() * M_PI / 180);
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f32 bobamount = cos(player->getPitch() * PI / 180);
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bobamount = 2 * MYMIN(bobamount, 0.5);
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f32 bobangle = m_view_bobbing_anim * 2 * M_PI / BOBFRAMES;
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f32 bobangle = m_view_bobbing_anim * 2 * PI / BOBFRAMES;
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f32 bobangle_s = sin(bobangle);
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f32 bobangle_c = cos(bobangle);
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f32 bobwidth = 0.02 * bobamount / (bobangle_c * bobangle_c + 1);
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@ -282,7 +282,7 @@ void Camera::updateSettings()
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f32 fov_degrees = g_settings.getFloat("fov");
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fov_degrees = MYMAX(fov_degrees, 10.0);
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fov_degrees = MYMIN(fov_degrees, 170.0);
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m_fov_y = fov_degrees * M_PI / 180.0;
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m_fov_y = fov_degrees * PI / 180.0;
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f32 wanted_fps = g_settings.getFloat("wanted_fps");
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wanted_fps = MYMAX(wanted_fps, 1.0);
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@ -831,7 +831,7 @@ void the_game(
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Tool
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*/
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v3f tool_wield_position(0.06*BS, 1.619*BS, 0.1*BS);
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v3f tool_wield_position(0.06*BS, -0.06*BS, 0.1*BS);
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v3f tool_wield_rotation(-25, 180, -25);
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float tool_wield_animation = 0.0;
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scene::IMeshSceneNode *tool_wield;
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@ -856,7 +856,7 @@ void the_game(
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mesh->addMeshBuffer(buf);
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buf->drop();
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tool_wield = smgr->addMeshSceneNode(mesh, camera.getPlayerNode());
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tool_wield = smgr->addMeshSceneNode(mesh, camera.getCameraNode());
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mesh->drop();
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}
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tool_wield->setVisible(false);
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@ -1997,8 +1997,9 @@ void the_game(
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Animate tool
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*/
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{
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tool_wield->setRotation(tool_wield_rotation - sin(tool_wield_animation * PI) * 40.0);
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tool_wield->setPosition(tool_wield_position - sin(tool_wield_animation * PI) / 3.0);
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f32 tool_wield_sin = sin(tool_wield_animation * PI);
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tool_wield->setRotation(tool_wield_rotation - tool_wield_sin * 40.0);
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tool_wield->setPosition(tool_wield_position - tool_wield_sin * BS / 30.0);
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}
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@ -3605,7 +3605,7 @@ ClientMap::ClientMap(
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m_control(control),
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m_camera_position(0,0,0),
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m_camera_direction(0,0,1),
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m_camera_fov(M_PI)
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m_camera_fov(PI)
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{
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m_camera_mutex.Init();
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assert(m_camera_mutex.IsInitialized());
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@ -584,7 +584,7 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
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Don't generate or send if not in sight
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*/
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if(isBlockInSight(p, camera_pos, camera_dir, M_PI, 10000*BS) == false)
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if(isBlockInSight(p, camera_pos, camera_dir, PI, 10000*BS) == false)
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{
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continue;
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}
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