Remove float casts
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8bb23ca5d4
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@ -136,8 +136,8 @@ CPedPath::CalcPedRoute(int8 pathType, CVector position, CVector destination, CVe
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else if (nodeIdX < 39 && nodeIdY < 39 && pathNodes[nodeIdX + 1][nodeIdY + 1].id + 7 == pPathNode->id)
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pPathNode = &pathNodes[nodeIdX + 1][nodeIdY + 1];
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pointPoses[*pointsFound] = vecSectorStartPos;
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pointPoses[*pointsFound].x += (float)pPathNode->nodeIdX * 0.7f;
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pointPoses[*pointsFound].y += (float)pPathNode->nodeIdY * 0.7f;
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pointPoses[*pointsFound].x += pPathNode->nodeIdX * 0.7f;
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pointPoses[*pointsFound].y += pPathNode->nodeIdY * 0.7f;
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}
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return true;
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}
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@ -203,10 +203,10 @@ CPedPath::AddBlockade(CEntity *pEntity, CPedPathNode(*pathNodes)[40], CVector *p
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vecBoundCentre.x - fBoundRadius <= pPosition->x + 28.0f &&
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vecBoundCentre.y - fBoundRadius <= pPosition->y + 28.0f) {
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for (int16 x = 0; x < 40; x++) {
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const float pointX = (float)x * 0.7f + fDistanceX;
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const float pointX = x * 0.7f + fDistanceX;
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for (int16 y = 0; y < 40; y++) {
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if (!pathNodes[x][y].bBlockade) {
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const float pointY = (float)y * 0.7f + fDistanceY;
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const float pointY = y * 0.7f + fDistanceY;
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CVector2D point(pointX, pointY);
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if (fBoundMaxX > Abs(DotProduct2D(point, pEntity->m_matrix.GetRight()))) {
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float fDotProduct = DotProduct2D(point, pEntity->m_matrix.GetForward());
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