From c56b92f9e616cb6fa363355c8e84348e32ffbf85 Mon Sep 17 00:00:00 2001 From: Alibek Omarov Date: Wed, 6 Sep 2023 03:52:02 +0300 Subject: [PATCH] Replace min/max macros by Q_min/Q_max to make newer C++ stdlib happy --- cl_dll/ammo.cpp | 14 +++++++------- cl_dll/ammo_secondary.cpp | 4 ++-- cl_dll/ammohistory.cpp | 8 ++++---- cl_dll/cl_util.h | 4 ++-- cl_dll/death.cpp | 2 +- cl_dll/health.cpp | 26 +++++++++++++------------- cl_dll/hud_redraw.cpp | 2 +- cl_dll/saytext.cpp | 10 +++++----- cl_dll/statusbar.cpp | 2 +- cl_dll/thewastes/hl_weapons.cpp | 4 ++-- cl_dll/vgui_ScorePanel.cpp | 2 +- cl_dll/vgui_ScorePanel.h | 2 +- cl_dll/vgui_ServerBrowser.cpp | 2 +- cl_dll/view.cpp | 14 +++++++------- dlls/client.cpp | 8 ++++---- dlls/combat.cpp | 2 +- dlls/effects.cpp | 24 ++++++++++++------------ dlls/extdll.h | 12 +++++++----- dlls/game_deathmatch.cpp | 12 ++++++------ dlls/maprules.cpp | 2 +- dlls/monsters.cpp | 2 +- dlls/nodes.cpp | 14 +++++++------- dlls/player.cpp | 18 +++++++++--------- dlls/sound.cpp | 2 +- dlls/turret.cpp | 2 +- dlls/util.cpp | 4 ++-- dlls/weapons.cpp | 8 ++++---- dlls/wpn_shared/tw_akimbos.cpp | 2 +- dlls/wpn_shared/tw_automatics.cpp | 12 ++++++------ dlls/wpn_shared/tw_explosives.cpp | 4 ++-- dlls/wpn_shared/tw_melee.cpp | 4 ++-- dlls/wpn_shared/tw_shotguns.cpp | 2 +- dlls/wpn_shared/tw_sidearms.cpp | 6 +++--- game_shared/voice_status.cpp | 2 +- pm_shared/pm_shared.c | 12 ++++++------ 35 files changed, 126 insertions(+), 124 deletions(-) diff --git a/cl_dll/ammo.cpp b/cl_dll/ammo.cpp index f317e5b..12323ae 100644 --- a/cl_dll/ammo.cpp +++ b/cl_dll/ammo.cpp @@ -157,7 +157,7 @@ void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon ) pWeapon->hInactive = SPR_Load(sz); pWeapon->rcInactive = p->rc; - gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); + gHR.iHistoryGap = Q_max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); } else pWeapon->hInactive = 0; @@ -179,7 +179,7 @@ void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon ) pWeapon->hAmmo = SPR_Load(sz); pWeapon->rcAmmo = p->rc; - gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); + gHR.iHistoryGap = Q_max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); } else pWeapon->hAmmo = 0; @@ -190,7 +190,7 @@ void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon ) pWeapon->hAmmobullet = SPR_Load(sz); pWeapon->rcAmmobullet = p->rc; - gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); + gHR.iHistoryGap = Q_max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); } else pWeapon->hAmmobullet2 = 0; @@ -201,7 +201,7 @@ void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon ) pWeapon->hAmmobullet2 = SPR_Load(sz); pWeapon->rcAmmobullet2 = p->rc; - gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); + gHR.iHistoryGap = Q_max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); } else pWeapon->hAmmobullet2 = 0; @@ -213,7 +213,7 @@ void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon ) pWeapon->hAmmo2 = SPR_Load(sz); pWeapon->rcAmmo2 = p->rc; - gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); + gHR.iHistoryGap = Q_max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); } else pWeapon->hAmmo2 = 0; @@ -347,7 +347,7 @@ int CHudAmmo::VidInit(void) giBucketWidth = gHUD.GetSpriteRect(m_HUD_bucket0).right - gHUD.GetSpriteRect(m_HUD_bucket0).left; giBucketHeight = gHUD.GetSpriteRect(m_HUD_bucket0).bottom - gHUD.GetSpriteRect(m_HUD_bucket0).top; - gHR.iHistoryGap = max( gHR.iHistoryGap, gHUD.GetSpriteRect(m_HUD_bucket0).bottom - gHUD.GetSpriteRect(m_HUD_bucket0).top); + gHR.iHistoryGap = Q_max( gHR.iHistoryGap, gHUD.GetSpriteRect(m_HUD_bucket0).bottom - gHUD.GetSpriteRect(m_HUD_bucket0).top); // If we've already loaded weapons, let's get new sprites gWR.LoadAllWeaponSprites(); @@ -900,7 +900,7 @@ int CHudAmmo::Draw(float flTime) AmmoWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left; - a = (int) max( MIN_ALPHA, m_fFade ); + a = (int) Q_max( MIN_ALPHA, m_fFade ); if (m_fFade > 0) m_fFade -= (gHUD.m_flTimeDelta * 20); diff --git a/cl_dll/ammo_secondary.cpp b/cl_dll/ammo_secondary.cpp index 0947ae7..3550db8 100644 --- a/cl_dll/ammo_secondary.cpp +++ b/cl_dll/ammo_secondary.cpp @@ -61,7 +61,7 @@ int CHudAmmoSecondary :: Draw(float flTime) // draw secondary ammo icons above normal ammo readout int a, x, y, r, g, b, AmmoWidth; UnpackRGB( r, g, b, RGB_WHITE ); - a = (int) max( MIN_ALPHA, m_fFade ); + a = (int) Q_max( MIN_ALPHA, m_fFade ); if (m_fFade > 0) m_fFade -= (gHUD.m_flTimeDelta * 20); // slowly lower alpha to fade out icons ScaleColors( r, g, b, a ); @@ -141,7 +141,7 @@ int CHudAmmoSecondary :: MsgFunc_SecAmmoVal( const char *pszName, int iSize, voi int count = 0; for ( int i = 0; i < MAX_SEC_AMMO_VALUES; i++ ) { - count += max( 0, m_iAmmoAmounts[i] ); + count += Q_max( 0, m_iAmmoAmounts[i] ); } if ( count == 0 ) diff --git a/cl_dll/ammohistory.cpp b/cl_dll/ammohistory.cpp index ffae721..31c542a 100644 --- a/cl_dll/ammohistory.cpp +++ b/cl_dll/ammohistory.cpp @@ -111,7 +111,7 @@ int HistoryResource :: DrawAmmoHistory( float flTime ) { if ( rgAmmoHistory[i].type ) { - rgAmmoHistory[i].DisplayTime = min( rgAmmoHistory[i].DisplayTime, gHUD.m_flTime + HISTORY_DRAW_TIME ); + rgAmmoHistory[i].DisplayTime = Q_min( rgAmmoHistory[i].DisplayTime, gHUD.m_flTime + HISTORY_DRAW_TIME ); if ( rgAmmoHistory[i].DisplayTime <= flTime ) { // pic drawing time has expired @@ -126,7 +126,7 @@ int HistoryResource :: DrawAmmoHistory( float flTime ) int r, g, b; UnpackRGB(r,g,b, RGB_WHITE); float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80; - ScaleColors(r, g, b, min(scale, 255) ); + ScaleColors(r, g, b, Q_min(scale, 255) ); // Draw the pic int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i)); @@ -154,7 +154,7 @@ int HistoryResource :: DrawAmmoHistory( float flTime ) UnpackRGB(r,g,b, RGB_REDISH); // if the weapon doesn't have ammo, display it as red float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80; - ScaleColors(r, g, b, min(scale, 255) ); + ScaleColors(r, g, b, Q_min(scale, 255) ); int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i)); int xpos = ScreenWidth - (weap->rcInactive.right - weap->rcInactive.left); @@ -172,7 +172,7 @@ int HistoryResource :: DrawAmmoHistory( float flTime ) UnpackRGB(r,g,b, RGB_WHITE); float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80; - ScaleColors(r, g, b, min(scale, 255) ); + ScaleColors(r, g, b, Q_min(scale, 255) ); int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i)); int xpos = ScreenWidth - (rect.right - rect.left) - 10; diff --git a/cl_dll/cl_util.h b/cl_dll/cl_util.h index d0b51e7..b5c180a 100644 --- a/cl_dll/cl_util.h +++ b/cl_dll/cl_util.h @@ -123,8 +123,8 @@ void CenterPrint(const char*); inline void PlaySound( char *szSound, float vol ) { gEngfuncs.pfnPlaySoundByName( szSound, vol ); } inline void PlaySound( int iSound, float vol ) { gEngfuncs.pfnPlaySoundByIndex( iSound, vol ); } -#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)) #define fabs(x) ((x) > 0 ? (x) : 0 - (x)) void ScaleColors( int &r, int &g, int &b, int a ); diff --git a/cl_dll/death.cpp b/cl_dll/death.cpp index 6ccc9fb..4cb6ef3 100644 --- a/cl_dll/death.cpp +++ b/cl_dll/death.cpp @@ -121,7 +121,7 @@ int CHudDeathNotice :: Draw( float flTime ) continue; } - rgDeathNoticeList[i].flDisplayTime = min( rgDeathNoticeList[i].flDisplayTime, gHUD.m_flTime + DEATHNOTICE_DISPLAY_TIME ); + rgDeathNoticeList[i].flDisplayTime = Q_min( rgDeathNoticeList[i].flDisplayTime, gHUD.m_flTime + DEATHNOTICE_DISPLAY_TIME ); // Only draw if the viewport will let me if ( gViewPort && gViewPort->AllowedToPrintText() ) diff --git a/cl_dll/health.cpp b/cl_dll/health.cpp index 7efd500..4b7e284 100644 --- a/cl_dll/health.cpp +++ b/cl_dll/health.cpp @@ -273,25 +273,25 @@ void CHudHealth::CalcDamageDirection(vec3_t vecFrom) if (side > 0) { if (side > 0.3) - m_fAttackFront = max(m_fAttackFront, side); + m_fAttackFront = Q_max(m_fAttackFront, side); } else { float f = fabs(side); if (f > 0.3) - m_fAttackRear = max(m_fAttackRear, f); + m_fAttackRear = Q_max(m_fAttackRear, f); } if (front > 0) { if (front > 0.3) - m_fAttackRight = max(m_fAttackRight, front); + m_fAttackRight = Q_max(m_fAttackRight, front); } else { float f = fabs(front); if (f > 0.3) - m_fAttackLeft = max(m_fAttackLeft, f); + m_fAttackLeft = Q_max(m_fAttackLeft, f); } } } @@ -313,49 +313,49 @@ int CHudHealth::DrawPain(float flTime) if (m_fAttackFront > 0.4) { GetPainColor(r,g,b); - shade = a * max( m_fAttackFront, 0.5 ); + shade = a * Q_max( m_fAttackFront, 0.5 ); ScaleColors(r, g, b, shade); SPR_Set(m_hDamageSprite, r, g, b ); x = ScreenWidth/2 - SPR_Width(m_hDamageSprite, 0)/2; y = ScreenHeight/2 - SPR_Height(m_hDamageSprite,0) * 3; SPR_DrawAdditive(0, x, y, NULL); - m_fAttackFront = max( 0, m_fAttackFront - fFade ); + m_fAttackFront = Q_max( 0, m_fAttackFront - fFade ); } else m_fAttackFront = 0; if (m_fAttackRight > 0.4) { GetPainColor(r,g,b); - shade = a * max( m_fAttackRight, 0.5 ); + shade = a * Q_max( m_fAttackRight, 0.5 ); ScaleColors(r, g, b, shade); SPR_Set(m_hDamageSprite, r, g, b ); x = ScreenWidth/2 + SPR_Width(m_hDamageSprite, 1) * 2; y = ScreenHeight/2 - SPR_Height(m_hDamageSprite,1)/2; SPR_DrawAdditive(1, x, y, NULL); - m_fAttackRight = max( 0, m_fAttackRight - fFade ); + m_fAttackRight = Q_max( 0, m_fAttackRight - fFade ); } else m_fAttackRight = 0; if (m_fAttackRear > 0.4) { GetPainColor(r,g,b); - shade = a * max( m_fAttackRear, 0.5 ); + shade = a * Q_max( m_fAttackRear, 0.5 ); ScaleColors(r, g, b, shade); SPR_Set(m_hDamageSprite, r, g, b ); x = ScreenWidth/2 - SPR_Width(m_hDamageSprite, 2)/2; y = ScreenHeight/2 + SPR_Height(m_hDamageSprite,2) * 2; SPR_DrawAdditive(2, x, y, NULL); - m_fAttackRear = max( 0, m_fAttackRear - fFade ); + m_fAttackRear = Q_max( 0, m_fAttackRear - fFade ); } else m_fAttackRear = 0; if (m_fAttackLeft > 0.4) { GetPainColor(r,g,b); - shade = a * max( m_fAttackLeft, 0.5 ); + shade = a * Q_max( m_fAttackLeft, 0.5 ); ScaleColors(r, g, b, shade); SPR_Set(m_hDamageSprite, r, g, b ); @@ -363,7 +363,7 @@ int CHudHealth::DrawPain(float flTime) y = ScreenHeight/2 - SPR_Height(m_hDamageSprite,3)/2; SPR_DrawAdditive(3, x, y, NULL); - m_fAttackLeft = max( 0, m_fAttackLeft - fFade ); + m_fAttackLeft = Q_max( 0, m_fAttackLeft - fFade ); } else m_fAttackLeft = 0; @@ -402,7 +402,7 @@ int CHudHealth::DrawDamage(float flTime) if ( m_bitsDamage & giDmgFlags[i] ) { - pdmg->fExpire = min( flTime + DMG_IMAGE_LIFE, pdmg->fExpire ); + pdmg->fExpire = Q_min( flTime + DMG_IMAGE_LIFE, pdmg->fExpire ); if ( pdmg->fExpire <= flTime // when the time has expired && a < 40 ) // and the flash is at the low point of the cycle diff --git a/cl_dll/hud_redraw.cpp b/cl_dll/hud_redraw.cpp index 10c92d4..6110d6f 100644 --- a/cl_dll/hud_redraw.cpp +++ b/cl_dll/hud_redraw.cpp @@ -79,7 +79,7 @@ void CHud::Think(void) // think about default fov if ( m_iFOV == 0 ) { // only let players adjust up in fov, and only if they are not overriden by something else - m_iFOV = max( default_fov->value, 90 ); + m_iFOV = Q_max( default_fov->value, 90 ); } } diff --git a/cl_dll/saytext.cpp b/cl_dll/saytext.cpp index 851cb21..65b8a16 100644 --- a/cl_dll/saytext.cpp +++ b/cl_dll/saytext.cpp @@ -103,10 +103,10 @@ int CHudSayText :: Draw( float flTime ) return 1; // make sure the scrolltime is within reasonable bounds, to guard against the clock being reset - flScrollTime = min( flScrollTime, flTime + SCROLL_SPEED ); + flScrollTime = Q_min( flScrollTime, flTime + SCROLL_SPEED ); // make sure the scrolltime is within reasonable bounds, to guard against the clock being reset - flScrollTime = min( flScrollTime, flTime + SCROLL_SPEED ); + flScrollTime = Q_min( flScrollTime, flTime + SCROLL_SPEED ); if ( flScrollTime <= flTime ) { @@ -132,8 +132,8 @@ int CHudSayText :: Draw( float flTime ) static char buf[MAX_PLAYER_NAME_LENGTH+32]; // draw the first x characters in the player color - strncpy( buf, g_szLineBuffer[i], min(g_iNameLengths[i], MAX_PLAYER_NAME_LENGTH+32) ); - buf[ min(g_iNameLengths[i], MAX_PLAYER_NAME_LENGTH+31) ] = 0; + strncpy( buf, g_szLineBuffer[i], Q_min(g_iNameLengths[i], MAX_PLAYER_NAME_LENGTH+32) ); + buf[ Q_min(g_iNameLengths[i], MAX_PLAYER_NAME_LENGTH+31) ] = 0; gEngfuncs.pfnDrawSetTextColor( g_pflNameColors[i][0], g_pflNameColors[i][1], g_pflNameColors[i][2] ); int x = DrawConsoleString( LINE_START, y, buf ); @@ -207,7 +207,7 @@ void CHudSayText :: SayTextPrint( const char *pszBuf, int iBufSize, int clientIn } } - strncpy( g_szLineBuffer[i], pszBuf, max(iBufSize -1, MAX_CHARS_PER_LINE-1) ); + strncpy( g_szLineBuffer[i], pszBuf, Q_max(iBufSize -1, MAX_CHARS_PER_LINE-1) ); // make sure the text fits in one line EnsureTextFitsInOneLineAndWrapIfHaveTo( i ); diff --git a/cl_dll/statusbar.cpp b/cl_dll/statusbar.cpp index 0e9bb5b..5942d14 100644 --- a/cl_dll/statusbar.cpp +++ b/cl_dll/statusbar.cpp @@ -202,7 +202,7 @@ int CHudStatusBar :: Draw( float fTime ) // let user set status ID bar centering if ( (i == STATUSBAR_ID_LINE) && CVAR_GET_FLOAT("hud_centerid") ) { - x = max( 0, max(2, (ScreenWidth - TextWidth)) / 2 ); + x = Q_max( 0, Q_max(2, (ScreenWidth - TextWidth)) / 2 ); y = (ScreenHeight / 2) + (TextHeight*CVAR_GET_FLOAT("hud_centerid")); } diff --git a/cl_dll/thewastes/hl_weapons.cpp b/cl_dll/thewastes/hl_weapons.cpp index 9ebe011..1d6b20d 100644 --- a/cl_dll/thewastes/hl_weapons.cpp +++ b/cl_dll/thewastes/hl_weapons.cpp @@ -212,7 +212,7 @@ 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; @@ -387,7 +387,7 @@ void CBasePlayerWeapon::ItemPostFrame( void ) { #if 0 // FIXME, need ammo on client to make this work right // 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; diff --git a/cl_dll/vgui_ScorePanel.cpp b/cl_dll/vgui_ScorePanel.cpp index c986551..7873f88 100644 --- a/cl_dll/vgui_ScorePanel.cpp +++ b/cl_dll/vgui_ScorePanel.cpp @@ -469,7 +469,7 @@ void ScorePanel::RebuildTeams() if ( g_TeamInfo[j].name[0] == '\0' ) break; } - m_iNumTeams = max( j, m_iNumTeams ); + m_iNumTeams = Q_max( j, m_iNumTeams ); strncpy( g_TeamInfo[j].name, g_PlayerExtraInfo[i].teamname, MAX_TEAM_NAME ); g_TeamInfo[j].players = 0; diff --git a/cl_dll/vgui_ScorePanel.h b/cl_dll/vgui_ScorePanel.h index e97437f..4c54f19 100644 --- a/cl_dll/vgui_ScorePanel.h +++ b/cl_dll/vgui_ScorePanel.h @@ -61,7 +61,7 @@ public: _image[1]->getTextSize(w2, t2); wide = w1 + w2; - tall = max(t1, t2); + tall = Q_max(t1, t2); setSize(wide, tall); } diff --git a/cl_dll/vgui_ServerBrowser.cpp b/cl_dll/vgui_ServerBrowser.cpp index a3038d4..07f58e4 100644 --- a/cl_dll/vgui_ServerBrowser.cpp +++ b/cl_dll/vgui_ServerBrowser.cpp @@ -155,7 +155,7 @@ public: // Space for buttons height -= YRES(20); - height = max( 0, height ); + height = Q_max( 0, height ); rowcount = height / CELL_HEIGHT; diff --git a/cl_dll/view.cpp b/cl_dll/view.cpp index 5620f6c..7587c9c 100644 --- a/cl_dll/view.cpp +++ b/cl_dll/view.cpp @@ -206,8 +206,8 @@ float V_CalcBob ( struct ref_params_s *pparams ) bob = sqrt( vel[0] * vel[0] + vel[1] * vel[1] ) * cl_bob->value; 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 ); } diff --git a/dlls/client.cpp b/dlls/client.cpp index 28f52f3..32edf5d 100644 --- a/dlls/client.cpp +++ b/dlls/client.cpp @@ -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; diff --git a/dlls/combat.cpp b/dlls/combat.cpp index f6515cc..b3976c7 100644 --- a/dlls/combat.cpp +++ b/dlls/combat.cpp @@ -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 ); } diff --git a/dlls/effects.cpp b/dlls/effects.cpp index 5ff0f9b..be21837 100644 --- a/dlls/effects.cpp +++ b/dlls/effects.cpp @@ -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 diff --git a/dlls/extdll.h b/dlls/extdll.h index cda0476..3f25d42 100644 --- a/dlls/extdll.h +++ b/dlls/extdll.h @@ -49,15 +49,17 @@ typedef int BOOL; #define MAX_PATH PATH_MAX #include #include -#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" diff --git a/dlls/game_deathmatch.cpp b/dlls/game_deathmatch.cpp index ded9f65..8fe0d2a 100644 --- a/dlls/game_deathmatch.cpp +++ b/dlls/game_deathmatch.cpp @@ -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 diff --git a/dlls/maprules.cpp b/dlls/maprules.cpp index 4015bb6..3b8055f 100644 --- a/dlls/maprules.cpp +++ b/dlls/maprules.cpp @@ -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; } diff --git a/dlls/monsters.cpp b/dlls/monsters.cpp index 3126107..3418064 100644 --- a/dlls/monsters.cpp +++ b/dlls/monsters.cpp @@ -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; } diff --git a/dlls/nodes.cpp b/dlls/nodes.cpp index aeafa44..0938000 100644 --- a/dlls/nodes.cpp +++ b/dlls/nodes.cpp @@ -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++) { diff --git a/dlls/player.cpp b/dlls/player.cpp index b003ee2..2d0fa0c 100644 --- a/dlls/player.cpp +++ b/dlls/player.cpp @@ -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 ); diff --git a/dlls/sound.cpp b/dlls/sound.cpp index 0cb9025..3efbde0 100644 --- a/dlls/sound.cpp +++ b/dlls/sound.cpp @@ -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]; diff --git a/dlls/turret.cpp b/dlls/turret.cpp index 27f96e2..3c1c9ea 100644 --- a/dlls/turret.cpp +++ b/dlls/turret.cpp @@ -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 ); } } diff --git a/dlls/util.cpp b/dlls/util.cpp index a076cf4..4476923 100644 --- a/dlls/util.cpp +++ b/dlls/util.cpp @@ -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();*/ } diff --git a/dlls/weapons.cpp b/dlls/weapons.cpp index e98dae6..b508b20 100644 --- a/dlls/weapons.cpp +++ b/dlls/weapons.cpp @@ -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; diff --git a/dlls/wpn_shared/tw_akimbos.cpp b/dlls/wpn_shared/tw_akimbos.cpp index 27766d5..381b81c 100644 --- a/dlls/wpn_shared/tw_akimbos.cpp +++ b/dlls/wpn_shared/tw_akimbos.cpp @@ -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 diff --git a/dlls/wpn_shared/tw_automatics.cpp b/dlls/wpn_shared/tw_automatics.cpp index e110286..7798075 100644 --- a/dlls/wpn_shared/tw_automatics.cpp +++ b/dlls/wpn_shared/tw_automatics.cpp @@ -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; diff --git a/dlls/wpn_shared/tw_explosives.cpp b/dlls/wpn_shared/tw_explosives.cpp index 0cc0ee4..2f1e47a 100644 --- a/dlls/wpn_shared/tw_explosives.cpp +++ b/dlls/wpn_shared/tw_explosives.cpp @@ -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 ) { diff --git a/dlls/wpn_shared/tw_melee.cpp b/dlls/wpn_shared/tw_melee.cpp index a0b3509..9a99e04 100644 --- a/dlls/wpn_shared/tw_melee.cpp +++ b/dlls/wpn_shared/tw_melee.cpp @@ -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, diff --git a/dlls/wpn_shared/tw_shotguns.cpp b/dlls/wpn_shared/tw_shotguns.cpp index d3cd0b4..44c3822 100644 --- a/dlls/wpn_shared/tw_shotguns.cpp +++ b/dlls/wpn_shared/tw_shotguns.cpp @@ -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; diff --git a/dlls/wpn_shared/tw_sidearms.cpp b/dlls/wpn_shared/tw_sidearms.cpp index d7449be..829393f 100644 --- a/dlls/wpn_shared/tw_sidearms.cpp +++ b/dlls/wpn_shared/tw_sidearms.cpp @@ -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; diff --git a/game_shared/voice_status.cpp b/game_shared/voice_status.cpp index db4a1e5..2b8cf45 100644 --- a/game_shared/voice_status.cpp +++ b/game_shared/voice_status.cpp @@ -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. diff --git a/pm_shared/pm_shared.c b/pm_shared/pm_shared.c index bab21ca..1296549 100644 --- a/pm_shared/pm_shared.c +++ b/pm_shared/pm_shared.c @@ -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 ) &&