forked from valve/halflife-sdk
Replace min/max macros by Q_min/Q_max to make newer C++ stdlib happy
This commit is contained in:
parent
137f3923ca
commit
c56b92f9e6
35 changed files with 126 additions and 124 deletions
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@ -157,7 +157,7 @@ void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon )
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pWeapon->hInactive = SPR_Load(sz);
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pWeapon->rcInactive = p->rc;
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gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
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gHR.iHistoryGap = Q_max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
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}
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else
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pWeapon->hInactive = 0;
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@ -179,7 +179,7 @@ void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon )
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pWeapon->hAmmo = SPR_Load(sz);
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pWeapon->rcAmmo = p->rc;
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gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
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gHR.iHistoryGap = Q_max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
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}
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else
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pWeapon->hAmmo = 0;
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@ -190,7 +190,7 @@ void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon )
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pWeapon->hAmmobullet = SPR_Load(sz);
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pWeapon->rcAmmobullet = p->rc;
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gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
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gHR.iHistoryGap = Q_max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
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}
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else
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pWeapon->hAmmobullet2 = 0;
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@ -201,7 +201,7 @@ void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon )
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pWeapon->hAmmobullet2 = SPR_Load(sz);
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pWeapon->rcAmmobullet2 = p->rc;
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gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
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gHR.iHistoryGap = Q_max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
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}
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else
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pWeapon->hAmmobullet2 = 0;
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@ -213,7 +213,7 @@ void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon )
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pWeapon->hAmmo2 = SPR_Load(sz);
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pWeapon->rcAmmo2 = p->rc;
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gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
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gHR.iHistoryGap = Q_max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
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}
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else
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pWeapon->hAmmo2 = 0;
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@ -347,7 +347,7 @@ int CHudAmmo::VidInit(void)
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giBucketWidth = gHUD.GetSpriteRect(m_HUD_bucket0).right - gHUD.GetSpriteRect(m_HUD_bucket0).left;
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giBucketHeight = gHUD.GetSpriteRect(m_HUD_bucket0).bottom - gHUD.GetSpriteRect(m_HUD_bucket0).top;
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gHR.iHistoryGap = max( gHR.iHistoryGap, gHUD.GetSpriteRect(m_HUD_bucket0).bottom - gHUD.GetSpriteRect(m_HUD_bucket0).top);
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gHR.iHistoryGap = Q_max( gHR.iHistoryGap, gHUD.GetSpriteRect(m_HUD_bucket0).bottom - gHUD.GetSpriteRect(m_HUD_bucket0).top);
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// If we've already loaded weapons, let's get new sprites
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gWR.LoadAllWeaponSprites();
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@ -900,7 +900,7 @@ int CHudAmmo::Draw(float flTime)
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AmmoWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left;
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a = (int) max( MIN_ALPHA, m_fFade );
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a = (int) Q_max( MIN_ALPHA, m_fFade );
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if (m_fFade > 0)
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m_fFade -= (gHUD.m_flTimeDelta * 20);
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@ -61,7 +61,7 @@ int CHudAmmoSecondary :: Draw(float flTime)
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// draw secondary ammo icons above normal ammo readout
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int a, x, y, r, g, b, AmmoWidth;
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UnpackRGB( r, g, b, RGB_WHITE );
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a = (int) max( MIN_ALPHA, m_fFade );
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a = (int) Q_max( MIN_ALPHA, m_fFade );
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if (m_fFade > 0)
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m_fFade -= (gHUD.m_flTimeDelta * 20); // slowly lower alpha to fade out icons
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ScaleColors( r, g, b, a );
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@ -141,7 +141,7 @@ int CHudAmmoSecondary :: MsgFunc_SecAmmoVal( const char *pszName, int iSize, voi
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int count = 0;
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for ( int i = 0; i < MAX_SEC_AMMO_VALUES; i++ )
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{
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count += max( 0, m_iAmmoAmounts[i] );
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count += Q_max( 0, m_iAmmoAmounts[i] );
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}
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if ( count == 0 )
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@ -111,7 +111,7 @@ int HistoryResource :: DrawAmmoHistory( float flTime )
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{
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if ( rgAmmoHistory[i].type )
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{
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rgAmmoHistory[i].DisplayTime = min( rgAmmoHistory[i].DisplayTime, gHUD.m_flTime + HISTORY_DRAW_TIME );
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rgAmmoHistory[i].DisplayTime = Q_min( rgAmmoHistory[i].DisplayTime, gHUD.m_flTime + HISTORY_DRAW_TIME );
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if ( rgAmmoHistory[i].DisplayTime <= flTime )
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{ // pic drawing time has expired
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@ -126,7 +126,7 @@ int HistoryResource :: DrawAmmoHistory( float flTime )
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int r, g, b;
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UnpackRGB(r,g,b, RGB_WHITE);
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float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
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ScaleColors(r, g, b, min(scale, 255) );
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ScaleColors(r, g, b, Q_min(scale, 255) );
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// Draw the pic
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int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i));
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@ -154,7 +154,7 @@ int HistoryResource :: DrawAmmoHistory( float flTime )
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UnpackRGB(r,g,b, RGB_REDISH); // if the weapon doesn't have ammo, display it as red
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float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
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ScaleColors(r, g, b, min(scale, 255) );
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ScaleColors(r, g, b, Q_min(scale, 255) );
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int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i));
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int xpos = ScreenWidth - (weap->rcInactive.right - weap->rcInactive.left);
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@ -172,7 +172,7 @@ int HistoryResource :: DrawAmmoHistory( float flTime )
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UnpackRGB(r,g,b, RGB_WHITE);
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float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
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ScaleColors(r, g, b, min(scale, 255) );
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ScaleColors(r, g, b, Q_min(scale, 255) );
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int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i));
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int xpos = ScreenWidth - (rect.right - rect.left) - 10;
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@ -123,8 +123,8 @@ void CenterPrint(const char*);
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inline void PlaySound( char *szSound, float vol ) { gEngfuncs.pfnPlaySoundByName( szSound, vol ); }
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inline void PlaySound( int iSound, float vol ) { gEngfuncs.pfnPlaySoundByIndex( iSound, vol ); }
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#define max(a, b) (((a) > (b)) ? (a) : (b))
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#define min(a, b) (((a) < (b)) ? (a) : (b))
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#define Q_max(a, b) (((a) > (b)) ? (a) : (b))
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#define Q_min(a, b) (((a) < (b)) ? (a) : (b))
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#define fabs(x) ((x) > 0 ? (x) : 0 - (x))
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void ScaleColors( int &r, int &g, int &b, int a );
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@ -121,7 +121,7 @@ int CHudDeathNotice :: Draw( float flTime )
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continue;
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}
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rgDeathNoticeList[i].flDisplayTime = min( rgDeathNoticeList[i].flDisplayTime, gHUD.m_flTime + DEATHNOTICE_DISPLAY_TIME );
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rgDeathNoticeList[i].flDisplayTime = Q_min( rgDeathNoticeList[i].flDisplayTime, gHUD.m_flTime + DEATHNOTICE_DISPLAY_TIME );
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// Only draw if the viewport will let me
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if ( gViewPort && gViewPort->AllowedToPrintText() )
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@ -273,25 +273,25 @@ void CHudHealth::CalcDamageDirection(vec3_t vecFrom)
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if (side > 0)
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{
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if (side > 0.3)
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m_fAttackFront = max(m_fAttackFront, side);
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m_fAttackFront = Q_max(m_fAttackFront, side);
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}
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else
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{
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float f = fabs(side);
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if (f > 0.3)
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m_fAttackRear = max(m_fAttackRear, f);
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m_fAttackRear = Q_max(m_fAttackRear, f);
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}
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if (front > 0)
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{
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if (front > 0.3)
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m_fAttackRight = max(m_fAttackRight, front);
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m_fAttackRight = Q_max(m_fAttackRight, front);
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}
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else
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{
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float f = fabs(front);
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if (f > 0.3)
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m_fAttackLeft = max(m_fAttackLeft, f);
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m_fAttackLeft = Q_max(m_fAttackLeft, f);
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}
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}
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}
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@ -313,49 +313,49 @@ int CHudHealth::DrawPain(float flTime)
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if (m_fAttackFront > 0.4)
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{
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GetPainColor(r,g,b);
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shade = a * max( m_fAttackFront, 0.5 );
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shade = a * Q_max( m_fAttackFront, 0.5 );
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ScaleColors(r, g, b, shade);
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SPR_Set(m_hDamageSprite, r, g, b );
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x = ScreenWidth/2 - SPR_Width(m_hDamageSprite, 0)/2;
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y = ScreenHeight/2 - SPR_Height(m_hDamageSprite,0) * 3;
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SPR_DrawAdditive(0, x, y, NULL);
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m_fAttackFront = max( 0, m_fAttackFront - fFade );
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m_fAttackFront = Q_max( 0, m_fAttackFront - fFade );
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} else
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m_fAttackFront = 0;
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if (m_fAttackRight > 0.4)
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{
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GetPainColor(r,g,b);
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shade = a * max( m_fAttackRight, 0.5 );
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shade = a * Q_max( m_fAttackRight, 0.5 );
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ScaleColors(r, g, b, shade);
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SPR_Set(m_hDamageSprite, r, g, b );
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x = ScreenWidth/2 + SPR_Width(m_hDamageSprite, 1) * 2;
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y = ScreenHeight/2 - SPR_Height(m_hDamageSprite,1)/2;
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SPR_DrawAdditive(1, x, y, NULL);
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m_fAttackRight = max( 0, m_fAttackRight - fFade );
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m_fAttackRight = Q_max( 0, m_fAttackRight - fFade );
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} else
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m_fAttackRight = 0;
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if (m_fAttackRear > 0.4)
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{
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GetPainColor(r,g,b);
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shade = a * max( m_fAttackRear, 0.5 );
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shade = a * Q_max( m_fAttackRear, 0.5 );
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ScaleColors(r, g, b, shade);
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SPR_Set(m_hDamageSprite, r, g, b );
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x = ScreenWidth/2 - SPR_Width(m_hDamageSprite, 2)/2;
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y = ScreenHeight/2 + SPR_Height(m_hDamageSprite,2) * 2;
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SPR_DrawAdditive(2, x, y, NULL);
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m_fAttackRear = max( 0, m_fAttackRear - fFade );
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m_fAttackRear = Q_max( 0, m_fAttackRear - fFade );
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} else
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m_fAttackRear = 0;
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if (m_fAttackLeft > 0.4)
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{
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GetPainColor(r,g,b);
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shade = a * max( m_fAttackLeft, 0.5 );
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shade = a * Q_max( m_fAttackLeft, 0.5 );
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ScaleColors(r, g, b, shade);
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SPR_Set(m_hDamageSprite, r, g, b );
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@ -363,7 +363,7 @@ int CHudHealth::DrawPain(float flTime)
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y = ScreenHeight/2 - SPR_Height(m_hDamageSprite,3)/2;
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SPR_DrawAdditive(3, x, y, NULL);
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m_fAttackLeft = max( 0, m_fAttackLeft - fFade );
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m_fAttackLeft = Q_max( 0, m_fAttackLeft - fFade );
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} else
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m_fAttackLeft = 0;
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@ -402,7 +402,7 @@ int CHudHealth::DrawDamage(float flTime)
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if ( m_bitsDamage & giDmgFlags[i] )
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{
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pdmg->fExpire = min( flTime + DMG_IMAGE_LIFE, pdmg->fExpire );
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pdmg->fExpire = Q_min( flTime + DMG_IMAGE_LIFE, pdmg->fExpire );
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if ( pdmg->fExpire <= flTime // when the time has expired
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&& a < 40 ) // and the flash is at the low point of the cycle
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@ -79,7 +79,7 @@ void CHud::Think(void)
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// think about default fov
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if ( m_iFOV == 0 )
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{ // only let players adjust up in fov, and only if they are not overriden by something else
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m_iFOV = max( default_fov->value, 90 );
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m_iFOV = Q_max( default_fov->value, 90 );
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}
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}
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@ -103,10 +103,10 @@ int CHudSayText :: Draw( float flTime )
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return 1;
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// make sure the scrolltime is within reasonable bounds, to guard against the clock being reset
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flScrollTime = min( flScrollTime, flTime + SCROLL_SPEED );
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flScrollTime = Q_min( flScrollTime, flTime + SCROLL_SPEED );
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// make sure the scrolltime is within reasonable bounds, to guard against the clock being reset
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flScrollTime = min( flScrollTime, flTime + SCROLL_SPEED );
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flScrollTime = Q_min( flScrollTime, flTime + SCROLL_SPEED );
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if ( flScrollTime <= flTime )
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{
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@ -132,8 +132,8 @@ int CHudSayText :: Draw( float flTime )
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static char buf[MAX_PLAYER_NAME_LENGTH+32];
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// draw the first x characters in the player color
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strncpy( buf, g_szLineBuffer[i], min(g_iNameLengths[i], MAX_PLAYER_NAME_LENGTH+32) );
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buf[ min(g_iNameLengths[i], MAX_PLAYER_NAME_LENGTH+31) ] = 0;
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strncpy( buf, g_szLineBuffer[i], Q_min(g_iNameLengths[i], MAX_PLAYER_NAME_LENGTH+32) );
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buf[ Q_min(g_iNameLengths[i], MAX_PLAYER_NAME_LENGTH+31) ] = 0;
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gEngfuncs.pfnDrawSetTextColor( g_pflNameColors[i][0], g_pflNameColors[i][1], g_pflNameColors[i][2] );
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int x = DrawConsoleString( LINE_START, y, buf );
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@ -207,7 +207,7 @@ void CHudSayText :: SayTextPrint( const char *pszBuf, int iBufSize, int clientIn
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}
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}
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strncpy( g_szLineBuffer[i], pszBuf, max(iBufSize -1, MAX_CHARS_PER_LINE-1) );
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strncpy( g_szLineBuffer[i], pszBuf, Q_max(iBufSize -1, MAX_CHARS_PER_LINE-1) );
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// make sure the text fits in one line
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EnsureTextFitsInOneLineAndWrapIfHaveTo( i );
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@ -202,7 +202,7 @@ int CHudStatusBar :: Draw( float fTime )
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// let user set status ID bar centering
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if ( (i == STATUSBAR_ID_LINE) && CVAR_GET_FLOAT("hud_centerid") )
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{
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x = max( 0, max(2, (ScreenWidth - TextWidth)) / 2 );
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x = Q_max( 0, Q_max(2, (ScreenWidth - TextWidth)) / 2 );
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y = (ScreenHeight / 2) + (TextHeight*CVAR_GET_FLOAT("hud_centerid"));
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}
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@ -212,7 +212,7 @@ BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay,
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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return FALSE;
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int j = min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
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int j = Q_min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
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if (j == 0)
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return FALSE;
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@ -387,7 +387,7 @@ void CBasePlayerWeapon::ItemPostFrame( void )
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{
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#if 0 // FIXME, need ammo on client to make this work right
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// complete the reload.
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int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
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int j = Q_min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
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// Add them to the clip
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m_iClip += j;
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@ -469,7 +469,7 @@ void ScorePanel::RebuildTeams()
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if ( g_TeamInfo[j].name[0] == '\0' )
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break;
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}
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m_iNumTeams = max( j, m_iNumTeams );
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m_iNumTeams = Q_max( j, m_iNumTeams );
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strncpy( g_TeamInfo[j].name, g_PlayerExtraInfo[i].teamname, MAX_TEAM_NAME );
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g_TeamInfo[j].players = 0;
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@ -61,7 +61,7 @@ public:
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_image[1]->getTextSize(w2, t2);
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wide = w1 + w2;
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tall = max(t1, t2);
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tall = Q_max(t1, t2);
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setSize(wide, tall);
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}
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@ -155,7 +155,7 @@ public:
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// Space for buttons
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height -= YRES(20);
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height = max( 0, height );
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height = Q_max( 0, height );
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rowcount = height / CELL_HEIGHT;
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@ -206,8 +206,8 @@ float V_CalcBob ( struct ref_params_s *pparams )
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bob = sqrt( vel[0] * vel[0] + vel[1] * vel[1] ) * cl_bob->value;
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bob = bob * 0.3 + bob * 0.7 * sin(cycle);
|
||||
bob = min( bob, 4 );
|
||||
bob = max( bob, -7 );
|
||||
bob = Q_min( bob, 4 );
|
||||
bob = Q_max( bob, -7 );
|
||||
return bob;
|
||||
|
||||
}
|
||||
|
@ -583,7 +583,7 @@ void V_CalcNormalRefdef ( struct ref_params_s *pparams )
|
|||
double frac;
|
||||
|
||||
frac = ( t - ViewInterp.AngleTime[ foundidx & ORIGIN_MASK] ) / dt;
|
||||
frac = min( 1.0, frac );
|
||||
frac = Q_min( 1.0, frac );
|
||||
|
||||
// interpolate angles
|
||||
InterpolateAngles( ViewInterp.Angles[ foundidx & ORIGIN_MASK ], ViewInterp.Angles[ (foundidx + 1) & ORIGIN_MASK ], pparams->cl_viewangles, frac );
|
||||
|
@ -841,7 +841,7 @@ void V_CalcNormalRefdef ( struct ref_params_s *pparams )
|
|||
if ( dt > 0.0 )
|
||||
{
|
||||
frac = ( t - ViewInterp.OriginTime[ foundidx & ORIGIN_MASK] ) / dt;
|
||||
frac = min( 1.0, frac );
|
||||
frac = Q_min( 1.0, frac );
|
||||
VectorSubtract( ViewInterp.Origins[ ( foundidx + 1 ) & ORIGIN_MASK ], ViewInterp.Origins[ foundidx & ORIGIN_MASK ], delta );
|
||||
VectorMA( ViewInterp.Origins[ foundidx & ORIGIN_MASK ], frac, delta, neworg );
|
||||
|
||||
|
@ -1052,7 +1052,7 @@ void V_CalcSpectatorRefdef ( struct ref_params_s *pparams )
|
|||
double frac;
|
||||
|
||||
frac = ( t - ViewInterp.AngleTime[ foundidx & ORIGIN_MASK] ) / dt;
|
||||
frac = min( 1.0, frac );
|
||||
frac = Q_min( 1.0, frac );
|
||||
|
||||
// interpolate angles
|
||||
InterpolateAngles( ViewInterp.Angles[ foundidx & ORIGIN_MASK ], ViewInterp.Angles[ (foundidx + 1) & ORIGIN_MASK ], vecNewViewAngles, frac );
|
||||
|
@ -1101,7 +1101,7 @@ void V_CalcSpectatorRefdef ( struct ref_params_s *pparams )
|
|||
if ( dt > 0.0 )
|
||||
{
|
||||
frac = ( t - ViewInterp.OriginTime[ foundidx & ORIGIN_MASK] ) / dt;
|
||||
frac = min( 1.0, frac );
|
||||
frac = Q_min( 1.0, frac );
|
||||
VectorSubtract( ViewInterp.Origins[ ( foundidx + 1 ) & ORIGIN_MASK ], ViewInterp.Origins[ foundidx & ORIGIN_MASK ], delta );
|
||||
VectorMA( ViewInterp.Origins[ foundidx & ORIGIN_MASK ], frac, delta, neworg );
|
||||
|
||||
|
@ -1243,7 +1243,7 @@ void V_DropPunchAngle ( float frametime, float *ev_punchangle )
|
|||
|
||||
len = VectorNormalize ( ev_punchangle );
|
||||
len -= (10.0 + len * 0.5) * frametime;
|
||||
len = max( len, 0.0 );
|
||||
len = Q_max( len, 0.0 );
|
||||
VectorScale ( ev_punchangle, len, ev_punchangle );
|
||||
}
|
||||
|
||||
|
|
|
@ -1562,12 +1562,12 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
|
|||
item->m_iId = II.iId;
|
||||
item->m_iClip = gun->m_iClip;
|
||||
|
||||
item->m_flTimeWeaponIdle = max( gun->m_flTimeWeaponIdle, -0.001 );
|
||||
item->m_flNextPrimaryAttack = max( gun->m_flNextPrimaryAttack, -0.001 );
|
||||
item->m_flNextSecondaryAttack = max( gun->m_flNextSecondaryAttack, -0.001 );
|
||||
item->m_flTimeWeaponIdle = Q_max( gun->m_flTimeWeaponIdle, -0.001 );
|
||||
item->m_flNextPrimaryAttack = Q_max( gun->m_flNextPrimaryAttack, -0.001 );
|
||||
item->m_flNextSecondaryAttack = Q_max( gun->m_flNextSecondaryAttack, -0.001 );
|
||||
item->m_fInReload = gun->m_fInReload;
|
||||
item->m_fInSpecialReload = gun->m_fInSpecialReload;
|
||||
item->fuser1 = max( gun->pev->fuser1, -0.001 );
|
||||
item->fuser1 = Q_max( gun->pev->fuser1, -0.001 );
|
||||
item->fuser2 = gun->m_flStartThrow;
|
||||
item->fuser3 = gun->m_flReleaseThrow;
|
||||
item->iuser2 = gun->m_fInAttack;
|
||||
|
|
|
@ -744,7 +744,7 @@ void CGib :: BounceGibTouch ( CBaseEntity *pOther )
|
|||
float volume;
|
||||
float zvel = fabs(pev->velocity.z);
|
||||
|
||||
volume = 0.8 * min(1.0, ((float)zvel) / 450.0);
|
||||
volume = 0.8 * Q_min(1.0, ((float)zvel) / 450.0);
|
||||
|
||||
CBreakable::MaterialSoundRandom( edict(), (Materials)m_material, volume );
|
||||
}
|
||||
|
|
|
@ -294,12 +294,12 @@ void CBeam::RelinkBeam( void )
|
|||
{
|
||||
const Vector &startPos = GetStartPos(), &endPos = GetEndPos();
|
||||
|
||||
pev->mins.x = min( startPos.x, endPos.x );
|
||||
pev->mins.y = min( startPos.y, endPos.y );
|
||||
pev->mins.z = min( startPos.z, endPos.z );
|
||||
pev->maxs.x = max( startPos.x, endPos.x );
|
||||
pev->maxs.y = max( startPos.y, endPos.y );
|
||||
pev->maxs.z = max( startPos.z, endPos.z );
|
||||
pev->mins.x = Q_min( startPos.x, endPos.x );
|
||||
pev->mins.y = Q_min( startPos.y, endPos.y );
|
||||
pev->mins.z = Q_min( startPos.z, endPos.z );
|
||||
pev->maxs.x = Q_max( startPos.x, endPos.x );
|
||||
pev->maxs.y = Q_max( startPos.y, endPos.y );
|
||||
pev->maxs.z = Q_max( startPos.z, endPos.z );
|
||||
pev->mins = pev->mins - pev->origin;
|
||||
pev->maxs = pev->maxs - pev->origin;
|
||||
|
||||
|
@ -312,12 +312,12 @@ void CBeam::SetObjectCollisionBox( void )
|
|||
{
|
||||
const Vector &startPos = GetStartPos(), &endPos = GetEndPos();
|
||||
|
||||
pev->absmin.x = min( startPos.x, endPos.x );
|
||||
pev->absmin.y = min( startPos.y, endPos.y );
|
||||
pev->absmin.z = min( startPos.z, endPos.z );
|
||||
pev->absmax.x = max( startPos.x, endPos.x );
|
||||
pev->absmax.y = max( startPos.y, endPos.y );
|
||||
pev->absmax.z = max( startPos.z, endPos.z );
|
||||
pev->absmin.x = Q_min( startPos.x, endPos.x );
|
||||
pev->absmin.y = Q_min( startPos.y, endPos.y );
|
||||
pev->absmin.z = Q_min( startPos.z, endPos.z );
|
||||
pev->absmax.x = Q_max( startPos.x, endPos.x );
|
||||
pev->absmax.y = Q_max( startPos.y, endPos.y );
|
||||
pev->absmax.z = Q_max( startPos.z, endPos.z );
|
||||
}
|
||||
#endif
|
||||
|
||||
|
|
|
@ -49,15 +49,17 @@ typedef int BOOL;
|
|||
#define MAX_PATH PATH_MAX
|
||||
#include <limits.h>
|
||||
#include <stdarg.h>
|
||||
#ifndef min
|
||||
#define min(a,b) (((a) < (b)) ? (a) : (b))
|
||||
#endif
|
||||
#ifndef max
|
||||
#define max(a,b) (((a) > (b)) ? (a) : (b))
|
||||
#ifndef _vsnprintf
|
||||
#define _vsnprintf(a,b,c,d) vsnprintf(a,b,c,d)
|
||||
#endif
|
||||
#endif //_WIN32
|
||||
|
||||
// a1ba: C++11 made it impossible to macro min/max
|
||||
// so change it's name to be a bit more future-proof
|
||||
// and don't hack platform-specific C++ headers
|
||||
#define Q_min(a,b) (((a) < (b)) ? (a) : (b))
|
||||
#define Q_max(a,b) (((a) > (b)) ? (a) : (b))
|
||||
|
||||
// Misc C-runtime library headers
|
||||
#include "stdio.h"
|
||||
#include "stdlib.h"
|
||||
|
|
|
@ -613,9 +613,9 @@ float CHalfLifeMultiplay::ModifyTiltedDamage(CBaseEntity *pAttacker,CBaseEntity
|
|||
|
||||
// Damage reduction range
|
||||
if( iDamageType == DMG_BULLET )
|
||||
fTiltedDamage = max( 0, fTiltedDamage - (vecDistance.Length()/30.0f) );
|
||||
fTiltedDamage = Q_max( 0, fTiltedDamage - (vecDistance.Length()/30.0f) );
|
||||
else if( iDamageType == DMG_BUCKSHOT )
|
||||
fTiltedDamage = max( 0, fTiltedDamage - (vecDistance.Length()/25.0f) );
|
||||
fTiltedDamage = Q_max( 0, fTiltedDamage - (vecDistance.Length()/25.0f) );
|
||||
|
||||
// Each person incurs a 5% damage penalty
|
||||
// if not on the ground
|
||||
|
@ -1570,15 +1570,15 @@ int ReloadMapCycleFile( char *filename, mapcycle_t *cycle )
|
|||
if ( s && s[0] )
|
||||
{
|
||||
item->minplayers = atoi( s );
|
||||
item->minplayers = max( item->minplayers, 0 );
|
||||
item->minplayers = min( item->minplayers, gpGlobals->maxClients );
|
||||
item->minplayers = Q_max( item->minplayers, 0 );
|
||||
item->minplayers = Q_min( item->minplayers, gpGlobals->maxClients );
|
||||
}
|
||||
s = g_engfuncs.pfnInfoKeyValue( szBuffer, "maxplayers" );
|
||||
if ( s && s[0] )
|
||||
{
|
||||
item->maxplayers = atoi( s );
|
||||
item->maxplayers = max( item->maxplayers, 0 );
|
||||
item->maxplayers = min( item->maxplayers, gpGlobals->maxClients );
|
||||
item->maxplayers = Q_max( item->maxplayers, 0 );
|
||||
item->maxplayers = Q_min( item->maxplayers, gpGlobals->maxClients );
|
||||
}
|
||||
|
||||
// Remove keys
|
||||
|
|
|
@ -802,7 +802,7 @@ void CGamePlayerEquip::KeyValue( KeyValueData *pkvd )
|
|||
|
||||
m_weaponNames[i] = ALLOC_STRING(tmp);
|
||||
m_weaponCount[i] = atoi(pkvd->szValue);
|
||||
m_weaponCount[i] = max(1,m_weaponCount[i]);
|
||||
m_weaponCount[i] = Q_max(1,m_weaponCount[i]);
|
||||
pkvd->fHandled = TRUE;
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -1956,7 +1956,7 @@ void CBaseMonster::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, f
|
|||
while (flTotal > 0.001)
|
||||
{
|
||||
// don't walk more than 16 units or stairs stop working
|
||||
flStep = min( 16.0, flTotal );
|
||||
flStep = Q_min( 16.0, flTotal );
|
||||
UTIL_MoveToOrigin ( ENT(pev), m_Route[ m_iRouteIndex ].vecLocation, flStep, MOVE_NORMAL );
|
||||
flTotal -= flStep;
|
||||
}
|
||||
|
|
|
@ -784,12 +784,12 @@ void inline CalcBounds(int &Lower, int &Upper, int Goal, int Best)
|
|||
int Temp = 2*Goal - Best;
|
||||
if (Best > Goal)
|
||||
{
|
||||
Lower = max(0, Temp);
|
||||
Lower = Q_max(0, Temp);
|
||||
Upper = Best;
|
||||
}
|
||||
else
|
||||
{
|
||||
Upper = min(255, Temp);
|
||||
Upper = Q_min(255, Temp);
|
||||
Lower = Best;
|
||||
}
|
||||
}
|
||||
|
@ -942,7 +942,7 @@ int CGraph :: FindNearestNode ( const Vector &vecOrigin, int afNodeTypes )
|
|||
}
|
||||
}
|
||||
|
||||
for (i = max(m_minY,halfY+1); i <= m_maxY; i++)
|
||||
for (i = Q_max(m_minY,halfY+1); i <= m_maxY; i++)
|
||||
{
|
||||
for (j = m_RangeStart[1][i]; j <= m_RangeEnd[1][i]; j++)
|
||||
{
|
||||
|
@ -958,7 +958,7 @@ int CGraph :: FindNearestNode ( const Vector &vecOrigin, int afNodeTypes )
|
|||
}
|
||||
}
|
||||
|
||||
for (i = min(m_maxZ,halfZ); i >= m_minZ; i--)
|
||||
for (i = Q_min(m_maxZ,halfZ); i >= m_minZ; i--)
|
||||
{
|
||||
for (j = m_RangeStart[2][i]; j <= m_RangeEnd[2][i]; j++)
|
||||
{
|
||||
|
@ -974,7 +974,7 @@ int CGraph :: FindNearestNode ( const Vector &vecOrigin, int afNodeTypes )
|
|||
}
|
||||
}
|
||||
|
||||
for (i = max(m_minX,halfX+1); i <= m_maxX; i++)
|
||||
for (i = Q_max(m_minX,halfX+1); i <= m_maxX; i++)
|
||||
{
|
||||
for (j = m_RangeStart[0][i]; j <= m_RangeEnd[0][i]; j++)
|
||||
{
|
||||
|
@ -991,7 +991,7 @@ int CGraph :: FindNearestNode ( const Vector &vecOrigin, int afNodeTypes )
|
|||
}
|
||||
}
|
||||
|
||||
for (i = min(m_maxY,halfY); i >= m_minY; i--)
|
||||
for (i = Q_min(m_maxY,halfY); i >= m_minY; i--)
|
||||
{
|
||||
for (j = m_RangeStart[1][i]; j <= m_RangeEnd[1][i]; j++)
|
||||
{
|
||||
|
@ -1007,7 +1007,7 @@ int CGraph :: FindNearestNode ( const Vector &vecOrigin, int afNodeTypes )
|
|||
}
|
||||
}
|
||||
|
||||
for (i = max(m_minZ,halfZ+1); i <= m_maxZ; i++)
|
||||
for (i = Q_max(m_minZ,halfZ+1); i <= m_maxZ; i++)
|
||||
{
|
||||
for (j = m_RangeStart[2][i]; j <= m_RangeEnd[2][i]; j++)
|
||||
{
|
||||
|
|
|
@ -2202,7 +2202,7 @@ void CBasePlayer::CheckTimeBasedDamage()
|
|||
// after the player has been drowning and finally takes a breath
|
||||
if (m_idrowndmg > m_idrownrestored)
|
||||
{
|
||||
int idif = min(m_idrowndmg - m_idrownrestored, 10);
|
||||
int idif = Q_min(m_idrowndmg - m_idrownrestored, 10);
|
||||
|
||||
TakeHealth(idif, DMG_GENERIC);
|
||||
m_idrownrestored += idif;
|
||||
|
@ -2583,23 +2583,23 @@ pt_end:
|
|||
|
||||
if ( gun && gun->UseDecrement() )
|
||||
{
|
||||
gun->m_flNextPrimaryAttack = max( gun->m_flNextPrimaryAttack - gpGlobals->frametime, -1.0 );
|
||||
gun->m_flNextSecondaryAttack = max( gun->m_flNextSecondaryAttack - gpGlobals->frametime, -0.001 );
|
||||
gun->m_flNextPrimaryAttack = Q_max( gun->m_flNextPrimaryAttack - gpGlobals->frametime, -1.0 );
|
||||
gun->m_flNextSecondaryAttack = Q_max( gun->m_flNextSecondaryAttack - gpGlobals->frametime, -0.001 );
|
||||
|
||||
if ( gun->m_flTimeWeaponIdle != 1000 )
|
||||
{
|
||||
gun->m_flTimeWeaponIdle = max( gun->m_flTimeWeaponIdle - gpGlobals->frametime, -0.001 );
|
||||
gun->m_flTimeWeaponIdle = Q_max( gun->m_flTimeWeaponIdle - gpGlobals->frametime, -0.001 );
|
||||
}
|
||||
|
||||
if ( gun->pev->fuser1 != 1000 )
|
||||
{
|
||||
gun->pev->fuser1 = max( gun->pev->fuser1 - gpGlobals->frametime, -0.001 );
|
||||
gun->pev->fuser1 = Q_max( gun->pev->fuser1 - gpGlobals->frametime, -0.001 );
|
||||
}
|
||||
|
||||
// Only decrement if not flagged as NO_DECREMENT
|
||||
// if ( gun->m_flPumpTime != 1000 )
|
||||
// {
|
||||
// gun->m_flPumpTime = max( gun->m_flPumpTime - gpGlobals->frametime, -0.001 );
|
||||
// gun->m_flPumpTime = Q_max( gun->m_flPumpTime - gpGlobals->frametime, -0.001 );
|
||||
// }
|
||||
|
||||
}
|
||||
|
@ -3711,7 +3711,7 @@ int CBasePlayer :: GiveAmmo( int iCount, char *szName, int iMax )
|
|||
if ( i < 0 || i >= MAX_AMMO_SLOTS )
|
||||
return -1;
|
||||
|
||||
int iAdd = min( iCount, iMax - m_rgAmmo[i] );
|
||||
int iAdd = Q_min( iCount, iMax - m_rgAmmo[i] );
|
||||
if ( iAdd < 1 )
|
||||
return i;
|
||||
|
||||
|
@ -3851,7 +3851,7 @@ void CBasePlayer::SendAmmoUpdate(void)
|
|||
// send "Ammo" update message
|
||||
MESSAGE_BEGIN( MSG_ONE, gmsgAmmoX, NULL, pev );
|
||||
WRITE_BYTE( i );
|
||||
WRITE_BYTE( max( min( m_rgAmmo[i], 254 ), 0 ) ); // clamp the value to one byte
|
||||
WRITE_BYTE( Q_max( Q_min( m_rgAmmo[i], 254 ), 0 ) ); // clamp the value to one byte
|
||||
MESSAGE_END();
|
||||
}
|
||||
}
|
||||
|
@ -3923,7 +3923,7 @@ void CBasePlayer :: UpdateClientData( void )
|
|||
|
||||
if (pev->health != m_iClientHealth)
|
||||
{
|
||||
int iHealth = max( pev->health, 0 ); // make sure that no negative health values are sent
|
||||
int iHealth = Q_max( pev->health, 0 ); // make sure that no negative health values are sent
|
||||
|
||||
// send "health" update message
|
||||
MESSAGE_BEGIN( MSG_ONE, gmsgHealth, NULL, pev );
|
||||
|
|
|
@ -1563,7 +1563,7 @@ void TEXTURETYPE_Process(const char *pszFilename)
|
|||
continue;
|
||||
|
||||
// null-terminate name and save in sentences array
|
||||
j = min (j, CBTEXTURENAMEMAX-1+i);
|
||||
j = Q_min (j, CBTEXTURENAMEMAX-1+i);
|
||||
buffer[j] = 0;
|
||||
|
||||
char szTextureName[CBTEXTURENAMEMAX];
|
||||
|
|
|
@ -453,7 +453,7 @@ void CBaseTurret::EyeOff( )
|
|||
{
|
||||
if (m_eyeBrightness > 0)
|
||||
{
|
||||
m_eyeBrightness = max( 0, m_eyeBrightness - 30 );
|
||||
m_eyeBrightness = Q_max( 0, m_eyeBrightness - 30 );
|
||||
m_pEyeGlow->SetBrightness( m_eyeBrightness );
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1158,7 +1158,7 @@ void UTIL_BloodStream( const Vector &origin, const Vector &direction, int color,
|
|||
WRITE_COORD( direction.y );
|
||||
WRITE_COORD( direction.z );
|
||||
WRITE_BYTE( color );
|
||||
WRITE_BYTE( min( amount, 255 ) );
|
||||
WRITE_BYTE( Q_min( amount, 255 ) );
|
||||
MESSAGE_END();
|
||||
}
|
||||
|
||||
|
@ -1205,7 +1205,7 @@ void UTIL_BloodDrips( const Vector &origin, const Vector &direction, int color,
|
|||
WRITE_SHORT( g_sModelIndexBloodSpray ); // initial sprite model
|
||||
WRITE_SHORT( g_sModelIndexBloodDrop ); // droplet sprite models
|
||||
WRITE_BYTE( color ); // color index into host_basepal
|
||||
WRITE_BYTE( min( max( 3, amount / 10 ), 16 ) ); // size
|
||||
WRITE_BYTE( Q_min( Q_max( 3, amount / 10 ), 16 ) ); // size
|
||||
MESSAGE_END();*/
|
||||
}
|
||||
|
||||
|
|
|
@ -600,7 +600,7 @@ void CBasePlayerWeapon::ItemPostFrame( void )
|
|||
if ((m_fInReload) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) )
|
||||
{
|
||||
// complete the reload.
|
||||
int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
||||
int j = Q_min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
||||
|
||||
// Add them to the clip
|
||||
m_iClip += j;
|
||||
|
@ -827,7 +827,7 @@ BOOL CBasePlayerWeapon :: AddPrimaryAmmo( int iCount, char *szName, int iMaxClip
|
|||
else if (m_iClip == 0)
|
||||
{
|
||||
int i;
|
||||
i = min( m_iClip + iCount, iMaxClip ) - m_iClip;
|
||||
i = Q_min( m_iClip + iCount, iMaxClip ) - m_iClip;
|
||||
m_iClip += i;
|
||||
iIdAmmo = m_pPlayer->GiveAmmo( iCount - i, szName, iMaxCarry );
|
||||
}
|
||||
|
@ -917,7 +917,7 @@ BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay,
|
|||
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
|
||||
return FALSE;
|
||||
|
||||
int j = min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
||||
int j = Q_min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
||||
|
||||
if (j == 0)
|
||||
return FALSE;
|
||||
|
@ -1379,7 +1379,7 @@ int CWeaponBox::GiveAmmo( int iCount, char *szName, int iMax, int *pIndex/* = NU
|
|||
if (pIndex)
|
||||
*pIndex = i;
|
||||
|
||||
int iAdd = min( iCount, iMax - m_rgAmmo[i]);
|
||||
int iAdd = Q_min( iCount, iMax - m_rgAmmo[i]);
|
||||
if (iCount == 0 || iAdd > 0)
|
||||
{
|
||||
m_rgAmmo[i] += iAdd;
|
||||
|
|
|
@ -72,7 +72,7 @@ void CAkimboWeapon::ItemPostFrame()
|
|||
if( ( m_fInReload ) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) )
|
||||
{
|
||||
// complete the reload.
|
||||
int j = min( iMaxClip(), m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] );
|
||||
int j = Q_min( iMaxClip(), m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] );
|
||||
|
||||
// For animations sake, if we are putting an odd number of bullets in,
|
||||
// swap the current hand to the right hand
|
||||
|
|
|
@ -81,7 +81,7 @@ void CAutomatic::ItemPostFrame()
|
|||
if ((m_fInReload) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) )
|
||||
{
|
||||
// complete the reload.
|
||||
int j = min( iMaxClip(), m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
||||
int j = Q_min( iMaxClip(), m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
||||
|
||||
// account for a bullet in the gun
|
||||
if(m_iClip != 0)
|
||||
|
@ -287,7 +287,7 @@ void CSmg9::PrimaryAttack()
|
|||
{
|
||||
Vector accVector(m_flAccuracy,0,0);
|
||||
|
||||
for(int i = 0;i < min(m_iClip,SMG9_BURST_COUNT);i++)
|
||||
for(int i = 0;i < Q_min(m_iClip,SMG9_BURST_COUNT);i++)
|
||||
{
|
||||
PLAYBACK_EVENT_FULL(flags,
|
||||
m_pPlayer->edict(),
|
||||
|
@ -1148,8 +1148,8 @@ void CG11::PrimaryAttack()
|
|||
else
|
||||
{
|
||||
spread = m_flBurstAccuracy;
|
||||
bulletcount = min(m_iClip,3);
|
||||
m_iClip -= min(m_iClip,3);
|
||||
bulletcount = Q_min(m_iClip,3);
|
||||
m_iClip -= Q_min(m_iClip,3);
|
||||
m_iAllowFire = FALSE;
|
||||
rof = m_flRateOfFire + 0.2f;
|
||||
}
|
||||
|
@ -1527,7 +1527,7 @@ void CBoltRifle::ItemPostFrame()
|
|||
if ((m_fInReload) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) )
|
||||
{
|
||||
// complete the reload.
|
||||
int j = min( iMaxClip(), m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
||||
int j = Q_min( iMaxClip(), m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
||||
|
||||
m_iClip = 0;
|
||||
|
||||
|
@ -1997,7 +1997,7 @@ void CSten::ItemPostFrame()
|
|||
if ((m_fInReload) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) )
|
||||
{
|
||||
// complete the reload.
|
||||
int j = min( iMaxClip(), m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
||||
int j = Q_min( iMaxClip(), m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
||||
|
||||
m_iClip = 0;
|
||||
|
||||
|
|
|
@ -376,7 +376,7 @@ void CMolotovCocktail::ThrowMolotov()
|
|||
m_bJustThrown = TRUE;
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
float flVelocity = min(900,(gpGlobals->time - m_flStartAttack) * 350);
|
||||
float flVelocity = Q_min(900,(gpGlobals->time - m_flStartAttack) * 350);
|
||||
|
||||
CMolotov::ShootMolotov(m_usFire1,m_pPlayer,
|
||||
m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16,
|
||||
|
@ -528,7 +528,7 @@ void CTimedExplosiveWeapon::ThrowExplosive( float flFuse )
|
|||
m_flStartAttack = -1.0f;
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
float flVelocity = min(700,(gpGlobals->time - m_flStartAttack) * 250);
|
||||
float flVelocity = Q_min(700,(gpGlobals->time - m_flStartAttack) * 250);
|
||||
|
||||
if( m_iExplosiveType == ET_FRAG )
|
||||
{
|
||||
|
|
|
@ -484,7 +484,7 @@ void CThrowingKnife::ThrowObject()
|
|||
m_bJustThrown = TRUE;
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
float flVelocity = min(2300,(gpGlobals->time - m_flStartAttack) * 1800);
|
||||
float flVelocity = Q_min(2300,(gpGlobals->time - m_flStartAttack) * 1800);
|
||||
|
||||
CThrownMelee::ThrowObject(m_pPlayer,m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16,
|
||||
gpGlobals->v_forward * flVelocity,
|
||||
|
@ -1055,7 +1055,7 @@ void CSpear::ThrowObject()
|
|||
#endif
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
float flVelocity = min(1500,(gpGlobals->time - m_flStartAttack) * 900);
|
||||
float flVelocity = Q_min(1500,(gpGlobals->time - m_flStartAttack) * 900);
|
||||
|
||||
CThrownMelee *pMelee = CThrownMelee::ThrowObject(m_pPlayer,m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16,
|
||||
gpGlobals->v_forward * flVelocity,
|
||||
|
|
|
@ -64,7 +64,7 @@ void CShotgun::ItemPostFrame()
|
|||
if ((m_fInReload) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) )
|
||||
{
|
||||
// complete the reload.
|
||||
int j = min( 1, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
||||
int j = Q_min( 1, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
||||
|
||||
// Add them to the clip
|
||||
m_iClip += j;
|
||||
|
|
|
@ -107,9 +107,9 @@ void CSidearm::ItemPostFrame()
|
|||
|
||||
// complete the reload.
|
||||
if(m_iId == WEAPON_RUGER)
|
||||
j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
||||
j = Q_min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
||||
else
|
||||
j = min( iMaxClip(), m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
||||
j = Q_min( iMaxClip(), m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
||||
|
||||
// remove all ammo from gun.
|
||||
if(m_iId != WEAPON_RUGER)
|
||||
|
@ -1438,7 +1438,7 @@ void CHandcannon::ItemPostFrame()
|
|||
if ((m_fInReload) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) )
|
||||
{
|
||||
// complete the reload.
|
||||
int j = min( iMaxClip(), m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
||||
int j = Q_min( iMaxClip(), m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
||||
|
||||
m_iClip = 0;
|
||||
|
||||
|
|
|
@ -706,7 +706,7 @@ void CVoiceStatus::RepositionLabels()
|
|||
// Setup the background label to fit everything in.
|
||||
int border = 2;
|
||||
int bgWide = textWide + iconWide + border*3;
|
||||
int bgTall = max( textTall, iconTall ) + border*2;
|
||||
int bgTall = Q_max( textTall, iconTall ) + border*2;
|
||||
pLabel->m_pBackground->setBounds( ScreenWidth - bgWide - 8, y, bgWide, bgTall );
|
||||
|
||||
// Put the text at the left.
|
||||
|
|
|
@ -135,8 +135,8 @@ typedef struct hull_s
|
|||
|
||||
// double to float warning
|
||||
#pragma warning(disable : 4244)
|
||||
#define max(a, b) (((a) > (b)) ? (a) : (b))
|
||||
#define min(a, b) (((a) < (b)) ? (a) : (b))
|
||||
#define Q_max(a, b) (((a) > (b)) ? (a) : (b))
|
||||
#define Q_min(a, b) (((a) < (b)) ? (a) : (b))
|
||||
// up / down
|
||||
#define PITCH 0
|
||||
// left / right
|
||||
|
@ -292,7 +292,7 @@ void PM_ProcessMaterials(char *pszFilename)
|
|||
continue;
|
||||
|
||||
// null-terminate name and save in sentences array
|
||||
j = min (j, CBTEXTURENAMEMAX-1+i);
|
||||
j = Q_min (j, CBTEXTURENAMEMAX-1+i);
|
||||
buffer[j] = 0;
|
||||
|
||||
strcpy(&(szTextureName[0]),&(buffer[i]));
|
||||
|
@ -2278,7 +2278,7 @@ void PM_Duck( void )
|
|||
pmove->bInDuck = true;
|
||||
}
|
||||
|
||||
time = max( 0.0, ( 1.0 - (float)pmove->flDuckTime / 1000.0 ) );
|
||||
time = Q_max( 0.0, ( 1.0 - (float)pmove->flDuckTime / 1000.0 ) );
|
||||
|
||||
if ( pmove->bInDuck )
|
||||
{
|
||||
|
@ -3041,7 +3041,7 @@ void PM_DropPunchAngle ( vec3_t punchangle )
|
|||
|
||||
len = VectorNormalize ( punchangle );
|
||||
len -= (10.0 + len * 0.5) * pmove->frametime;
|
||||
len = max( len, 0.0 );
|
||||
len = Q_max( len, 0.0 );
|
||||
VectorScale ( punchangle, len, punchangle);
|
||||
}
|
||||
|
||||
|
@ -3065,7 +3065,7 @@ void PM_CheckParamters( void )
|
|||
maxspeed = pmove->clientmaxspeed; //atof( pmove->PM_Info_ValueForKey( pmove->physinfo, "maxspd" ) );
|
||||
if ( maxspeed != 0.0 )
|
||||
{
|
||||
pmove->maxspeed = min( maxspeed, pmove->maxspeed );
|
||||
pmove->maxspeed = Q_min( maxspeed, pmove->maxspeed );
|
||||
}
|
||||
|
||||
if ( ( spd != 0.0 ) &&
|
||||
|
|
Loading…
Reference in a new issue