diff --git a/Runtime/Particle/CParticleDataFactory.cpp b/Runtime/Particle/CParticleDataFactory.cpp index 89a25a759..6ed42f858 100644 --- a/Runtime/Particle/CParticleDataFactory.cpp +++ b/Runtime/Particle/CParticleDataFactory.cpp @@ -507,10 +507,10 @@ std::unique_ptr CParticleDataFactory::GetRealElement(CInputStream& return std::make_unique(std::move(a)); } case SBIG('SINE'): { - auto a = GetRealElement(in); - auto b = GetRealElement(in); - auto c = GetRealElement(in); - return std::make_unique(std::move(a), std::move(b), std::move(c)); + auto frequency = GetRealElement(in); + auto amplitude = GetRealElement(in); + auto phase = GetRealElement(in); + return std::make_unique(std::move(phase), std::move(frequency), std::move(amplitude)); } case SBIG('ISWT'): { auto a = GetRealElement(in); diff --git a/Runtime/Particle/CRealElement.hpp b/Runtime/Particle/CRealElement.hpp index f08f00312..804e46643 100644 --- a/Runtime/Particle/CRealElement.hpp +++ b/Runtime/Particle/CRealElement.hpp @@ -151,8 +151,9 @@ class CRESineWave : public CRealElement { std::unique_ptr xc_phase; public: - CRESineWave(std::unique_ptr&& a, std::unique_ptr&& b, std::unique_ptr&& c) - : x4_frequency(std::move(b)), x8_amplitude(std::move(c)), xc_phase(std::move(a)) {} + CRESineWave(std::unique_ptr&& phase, std::unique_ptr&& frequency, + std::unique_ptr&& amplitude) + : x4_frequency(std::move(frequency)), x8_amplitude(std::move(amplitude)), xc_phase(std::move(phase)) {} bool GetValue(int frame, float& valOut) const override; }; diff --git a/Runtime/Weapon/CTargetableProjectile.cpp b/Runtime/Weapon/CTargetableProjectile.cpp index 1ff52057b..0e8bdff34 100644 --- a/Runtime/Weapon/CTargetableProjectile.cpp +++ b/Runtime/Weapon/CTargetableProjectile.cpp @@ -57,7 +57,7 @@ bool CTargetableProjectile::Explode(const zeus::CVector3f& pos, const zeus::CVec } void CTargetableProjectile::ResolveCollisionWithActor(const CRayCastResult& res, CActor& act, CStateManager& mgr) { - zeus::CTransform xf = zeus::lookAt(GetTranslation(), GetAimPosition(mgr, 0.1f)); + zeus::CTransform xf = zeus::lookAt(GetTranslation(), GetAimPosition(mgr, 0.1f)); xf.origin = GetTranslation(); SetTransform(xf); CEnergyProjectile::ResolveCollisionWithActor(res, act, mgr);