Fixed: Strict aliasing warnings
--HG-- branch : develop
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f921040f80
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db9fbd2746
4 changed files with 43 additions and 15 deletions
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@ -2041,17 +2041,21 @@ NLMISC_COMMAND(entity, "Create an entity on the user or just remove it if Form n
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node = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:Entities:E"+toString("%d", slot)+":P"+toString("%d", CLFECOMMON::PROPERTY_ORIENTATION), false);
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if(node)
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{
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float dir = (float)atan2(UserEntity->front().y, UserEntity->front().x);
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prop = (sint64 *)(&dir);
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node->setValue64(*prop);
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union C64BitsRot
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{
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sint64 i64;
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float f;
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};
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C64BitsRot rot;
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rot.f = (float)atan2(UserEntity->front().y, UserEntity->front().x);
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node->setValue64(rot.i64);
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}
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// Set Mode
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node = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:Entities:E"+toString("%d", slot)+":P"+toString("%d", CLFECOMMON::PROPERTY_MODE), false);
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if(node)
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{
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MBEHAV::EMode m = MBEHAV::NORMAL;
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prop = (sint64 *)&m;
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node->setValue64(*prop);
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node->setValue64((sint64)MBEHAV::NORMAL);
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EntitiesMngr.updateVisualProperty(0, slot, CLFECOMMON::PROPERTY_MODE);
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}
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// Set Visual Properties
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@ -2842,8 +2846,17 @@ NLMISC_COMMAND(orient, "Orient an entity", "Slot: [1-254] orient(degree) [dt(tic
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fromString(args[2], dt);
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// Write the position in the DB.
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float fRot= (float)(rot*Pi/180.f);
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uint64 val= *(uint32*)(&fRot);
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IngameDbMngr.setProp("Entities:E" + toString(slot) + ":P"+toString(CLFECOMMON::PROPERTY_ORIENTATION), val);
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union C64BitsRot
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{
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sint64 i64;
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float f;
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};
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C64BitsRot r;
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r.f = fRot;
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IngameDbMngr.setProp("Entities:E" + toString(slot) + ":P"+toString(CLFECOMMON::PROPERTY_ORIENTATION), r.i64);
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// Update the position.
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EntitiesMngr.updateVisualProperty(NetMngr.getCurrentServerTick()+dt, slot, CLFECOMMON::PROPERTY_ORIENTATION);
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}
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@ -2584,8 +2584,16 @@ void CEntityManager::logPropertyChange(CLFECOMMON::TCLEntityId who, const CStage
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// Orientation
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else if(propLoged[i]==CLFECOMMON::PROPERTY_ORIENTATION)
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{
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float rot= *(float*)(&value);
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valStr= toString("%d", sint32(rot*180/Pi));
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union C64BitsRot
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{
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sint64 i64;
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float f;
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};
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C64BitsRot rot;
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rot.i64 = value;
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valStr= toString("%d", sint32(rot.f*180/Pi));
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}
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@ -4905,11 +4905,10 @@ CEntityCL *CEditor::createEntity(uint slot, const NLMISC::CSheetId &sheetId, con
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node = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:Entities:E"+toString("%d", slot)+":P"+toString("%d", CLFECOMMON::PROPERTY_MODE), false);
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if(node)
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{
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MBEHAV::EMode m = MBEHAV::NORMAL;
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prop = (sint64 *)&m;
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node->setValue64(*prop);
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node->setValue64((sint64)MBEHAV::NORMAL);
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EntitiesMngr.updateVisualProperty(0, slot, CLFECOMMON::PROPERTY_MODE);
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}
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// Set Visual Properties
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SPropVisualA visualA;
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//visualA.PropertySubData.LTrail = 1;
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@ -789,10 +789,18 @@ bool CUserEntity::mode(MBEHAV::EMode m)
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case MBEHAV::COMBAT:
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case MBEHAV::COMBAT_FLOAT:
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{
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union C64BitsRot
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{
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sint64 i64;
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float f;
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};
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C64BitsRot rot;
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// Compute the angle
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const string propName = toString("SERVER:Entities:E%d:P%d", _Slot, CLFECOMMON::PROPERTY_ORIENTATION);
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sint64 ang = NLGUI::CDBManager::getInstance()->getDbProp(propName)->getValue64();
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_TargetAngle = *(float *)(&ang);
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rot.i64 = NLGUI::CDBManager::getInstance()->getDbProp(propName)->getValue64();
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_TargetAngle = rot.f;
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// Initialize controls for the combat.
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UserControls.startCombat();
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