force consistent conversion to float in a few places

This commit is contained in:
Chris Forbes
2010-09-21 22:08:40 +12:00
parent 3a617f8934
commit b0c06d4cd9

View File

@@ -102,7 +102,7 @@ namespace OpenRA
if( cellInfo[ newHere.X, newHere.Y ].Seen )
continue;
var costHere = Mobile.MovementCostForCell(mobileInfo, world, newHere);
var costHere = (float)Mobile.MovementCostForCell(mobileInfo, world, newHere);
if (costHere == float.PositiveInfinity)
continue;
@@ -117,7 +117,7 @@ namespace OpenRA
if( est == float.PositiveInfinity )
continue;
float cellCost = ((d.X * d.Y != 0) ? 1.414213563f : 1.0f) * costHere;
float cellCost = (float)(((d.X * d.Y != 0) ? 1.414213563f : 1.0f) * costHere);
// directional bonuses for smoother flow!
var ux = (newHere.X + (inReverse ? 1 : 0) & 1);
@@ -128,7 +128,7 @@ namespace OpenRA
if (uy == 0 && d.X < 0) cellCost += LaneBias;
else if (uy == 1 && d.X > 0) cellCost += LaneBias;
float newCost = cellInfo[ p.Location.X, p.Location.Y ].MinCost + cellCost;
float newCost = (float)(cellInfo[ p.Location.X, p.Location.Y ].MinCost + cellCost);
if( newCost >= cellInfo[ newHere.X, newHere.Y ].MinCost )
continue;