CProjectileInfo: Initialize result variable to false within PredictInterceptPos()

GM8E v0 sets this to false before performing any further calculations.
This also prevents accidental uninitialized usages from occurring if
this is ever changed in the future.

While we're in the same area we can make bracing consistent.
This commit is contained in:
Lioncash 2020-03-06 21:53:24 -05:00
parent 4daa8ac374
commit 27fb2008dc
1 changed files with 15 additions and 8 deletions

View File

@ -18,9 +18,10 @@ CProjectileInfo::CProjectileInfo(CAssetId proj, const CDamageInfo& dInfo)
zeus::CVector3f CProjectileInfo::PredictInterceptPos(const zeus::CVector3f& gunPos, const zeus::CVector3f& aimPos,
const CPlayer& player, bool gravity, float speed, float dt) {
zeus::CVector3f ret;
zeus::CVector3f playerVel = player.GetDampedClampedVelocityWR();
zeus::CVector3f gravVec(0.f, 0.f, player.GetGravity());
bool result;
const zeus::CVector3f playerVel = player.GetDampedClampedVelocityWR();
const zeus::CVector3f gravVec(0.f, 0.f, player.GetGravity());
bool result = false;
switch (player.GetOrbitState()) {
case CPlayer::EPlayerOrbitState::OrbitObject:
case CPlayer::EPlayerOrbitState::OrbitPoint:
@ -33,22 +34,28 @@ zeus::CVector3f CProjectileInfo::PredictInterceptPos(const zeus::CVector3f& gunP
break;
}
zeus::CVector3f vel;
if (playerVel.canBeNormalized())
if (playerVel.canBeNormalized()) {
vel = playerVel.normalized() * player.GetAverageSpeed();
else
} else {
vel = playerVel;
}
result = CSteeringBehaviors::ProjectOrbitalIntersection(gunPos, speed, dt, aimPos, vel,
player.GetOrbitPoint(), ret);
break;
}
case CPlayer::EPlayerOrbitState::NoOrbit:
if (gravity && player.GetPlayerMovementState() == CPlayer::EPlayerMovementState::ApplyJump)
if (gravity && player.GetPlayerMovementState() == CPlayer::EPlayerMovementState::ApplyJump) {
result = CSteeringBehaviors::ProjectLinearIntersection(gunPos, speed, aimPos, playerVel, gravVec, ret);
else
} else {
result = CSteeringBehaviors::ProjectLinearIntersection(gunPos, speed, aimPos, playerVel, ret);
}
break;
}
if (!result)
if (!result) {
ret = playerVel * 1.5f + aimPos;
}
return ret;
}