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https://github.com/ZDoom/qzdoom.git
synced 2024-12-11 21:21:47 +00:00
- missed some MAX's.
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parent
75c8e0af7c
commit
07a181090b
13 changed files with 28 additions and 28 deletions
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@ -390,7 +390,7 @@ CCMD(skyfog)
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if (argv.argc() > 1)
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{
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// Do this only on the primary level.
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primaryLevel->skyfog = MAX(0, (int)strtoull(argv[1], NULL, 0));
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primaryLevel->skyfog = max(0, (int)strtoull(argv[1], NULL, 0));
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}
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}
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@ -340,7 +340,7 @@ void DHUDMessage::ResetText (const char *text)
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for (auto &line : Lines)
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{
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Height += Font->GetHeight ();
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Width = MAX<int> (Width, line.Width);
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Width = max<int> (Width, line.Width);
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}
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}
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@ -751,7 +751,7 @@ void DHUDMessageTypeOnFadeOut::Serialize(FSerializer &arc)
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LineLen = CurrLine = 0;
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}
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clamp(LineVisible, 0, LineLen);
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LineVisible = clamp(LineVisible, 0, LineLen);
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}
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}
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@ -531,7 +531,7 @@ DVector2 DBaseStatusBar::GetHUDScale() const
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// Since status bars and HUDs can be designed for non 320x200 screens this needs to be factored in here.
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// The global scaling factors are for resources at 320x200, so if the actual ones are higher resolution
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// the resulting scaling factor needs to be reduced accordingly.
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int realscale = MAX<int>(1, (320 * scale) / hres);
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int realscale = max<int>(1, (320 * scale) / hres);
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return{ double(realscale), double(realscale * (hud_aspectscale ? 1.2 : 1.)) };
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}
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@ -178,7 +178,7 @@ void AddTiles(const FString& pathprefix, const void* tiles, FRemapTable *remap)
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}
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speed = (anm >> 24) & 15;
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speed = MAX(1, (1 << speed) * 1000 / 120); // Convert from 120 Hz to 1000 Hz.
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speed = max(1, (1 << speed) * 1000 / 120); // Convert from 120 Hz to 1000 Hz.
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TexAnim.AddSimpleAnim(texnum, picanm[pic] & 63, type, speed);
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}
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@ -149,7 +149,7 @@ static int FontScale;
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void HU_DrawScores (player_t *player)
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{
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displayFont = NewSmallFont;
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FontScale = MAX(screen->GetHeight() / 400, 1);
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FontScale = max(screen->GetHeight() / 400, 1);
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if (deathmatch)
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{
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@ -273,11 +273,11 @@ static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYER
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HU_GetPlayerWidths(maxnamewidth, maxscorewidth, maxiconheight);
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height = displayFont->GetHeight() * FontScale;
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lineheight = MAX(height, maxiconheight * CleanYfac);
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lineheight = max(height, maxiconheight * CleanYfac);
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ypadding = (lineheight - height + 1) / 2;
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bottom = StatusBar->GetTopOfStatusbar();
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y = MAX(48*CleanYfac, (bottom - MAXPLAYERS * (height + CleanYfac + 1)) / 2);
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y = max(48*CleanYfac, (bottom - MAXPLAYERS * (height + CleanYfac + 1)) / 2);
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HU_DrawTimeRemaining (bottom - height);
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@ -304,7 +304,7 @@ static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYER
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}
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}
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int scorexwidth = twod->GetWidth() / MAX(8, numTeams);
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int scorexwidth = twod->GetWidth() / max(8, numTeams);
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int numscores = 0;
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int scorex;
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@ -452,7 +452,7 @@ static void SetupSectorDamage(sector_t *sector, int damage, int interval, int le
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if (sector->damageamount == 0 && !(sector->Flags & (SECF_EXIT1|SECF_EXIT2)))
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{
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sector->damageamount = damage;
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sector->damageinterval = MAX(1, interval);
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sector->damageinterval = max(1, interval);
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sector->leakydamage = leakchance;
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sector->damagetype = type;
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sector->Flags = (sector->Flags & ~SECF_DAMAGEFLAGS) | (flags & SECF_DAMAGEFLAGS);
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@ -395,7 +395,7 @@ void FDynamicLight::UpdateLocation()
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if (lighttype == FlickerLight || lighttype == RandomFlickerLight || lighttype == PulseLight)
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{
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intensity = float(MAX(GetIntensity(), GetSecondaryIntensity()));
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intensity = float(max(GetIntensity(), GetSecondaryIntensity()));
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}
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else
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{
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@ -1301,7 +1301,7 @@ public:
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double RenderRadius() const
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{
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return MAX(radius, renderradius);
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return max(radius, renderradius);
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}
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DVector3 PosRelative(int grp) const;
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@ -1453,7 +1453,7 @@ public:
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// Better have it in one place, if something needs to be changed about the formula.
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double DistanceBySpeed(AActor *dest, double speed) const
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{
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return MAX(1., Distance2D(dest) / speed);
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return max(1., Distance2D(dest) / speed);
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}
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int ApplyDamageFactor(FName damagetype, int damage) const;
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@ -156,7 +156,7 @@ void R_InitColormaps (bool allowCustomColormap)
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g /= 256;
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b /= 256;
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// The calculated average is too dark so brighten it according to the palettes's overall brightness
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int maxcol = MAX<int>(MAX<int>(palette_brightness, r), MAX<int>(g, b));
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int maxcol = max<int>(max<int>(palette_brightness, r), max<int>(g, b));
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fakecmaps[j].blend = PalEntry (255, r * 255 / maxcol, g * 255 / maxcol, b * 255 / maxcol);
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}
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@ -452,7 +452,7 @@ void R_InitSpriteDefs ()
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{ // voxel applies to a specific frame
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j = vh->Frame - 'A';
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sprtemp[j].Voxel = voxdef;
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maxframe = MAX<int>(maxframe, j);
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maxframe = max<int>(maxframe, j);
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}
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}
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}
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@ -59,8 +59,8 @@ DoomLevelAABBTree::DoomLevelAABBTree(FLevelLocals *lev)
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const auto &right = nodes[dynamicroot];
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aabb_min.X = min(left.aabb_left, right.aabb_left);
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aabb_min.Y = min(left.aabb_top, right.aabb_top);
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aabb_max.X = MAX(left.aabb_right, right.aabb_right);
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aabb_max.Y = MAX(left.aabb_bottom, right.aabb_bottom);
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aabb_max.X = max(left.aabb_right, right.aabb_right);
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aabb_max.Y = max(left.aabb_bottom, right.aabb_bottom);
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nodes.Push({ aabb_min, aabb_max, staticroot, dynamicroot });
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}
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@ -138,9 +138,9 @@ bool DoomLevelAABBTree::Update()
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int nodeIndex = path[0];
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nodes[nodeIndex].aabb_left = min(x1, x2);
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nodes[nodeIndex].aabb_right = MAX(x1, x2);
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nodes[nodeIndex].aabb_right = max(x1, x2);
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nodes[nodeIndex].aabb_top = min(y1, y2);
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nodes[nodeIndex].aabb_bottom = MAX(y1, y2);
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nodes[nodeIndex].aabb_bottom = max(y1, y2);
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for (unsigned int j = 1; j < path.Size(); j++)
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{
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@ -149,8 +149,8 @@ bool DoomLevelAABBTree::Update()
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const auto &right = nodes[cur.right_node];
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cur.aabb_left = min(left.aabb_left, right.aabb_left);
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cur.aabb_top = min(left.aabb_top, right.aabb_top);
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cur.aabb_right = MAX(left.aabb_right, right.aabb_right);
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cur.aabb_bottom = MAX(left.aabb_bottom, right.aabb_bottom);
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cur.aabb_right = max(left.aabb_right, right.aabb_right);
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cur.aabb_bottom = max(left.aabb_bottom, right.aabb_bottom);
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}
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treelines[i] = treeline;
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@ -185,10 +185,10 @@ int DoomLevelAABBTree::GenerateTreeNode(int *lines, int num_lines, const FVector
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aabb_min.X = min(aabb_min.X, x2);
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aabb_min.Y = min(aabb_min.Y, y1);
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aabb_min.Y = min(aabb_min.Y, y2);
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aabb_max.X = MAX(aabb_max.X, x1);
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aabb_max.X = MAX(aabb_max.X, x2);
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aabb_max.Y = MAX(aabb_max.Y, y1);
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aabb_max.Y = MAX(aabb_max.Y, y2);
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aabb_max.X = max(aabb_max.X, x1);
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aabb_max.X = max(aabb_max.X, x2);
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aabb_max.Y = max(aabb_max.Y, y1);
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aabb_max.Y = max(aabb_max.Y, y2);
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median += centroids[mapLines[lines[i]]];
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}
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@ -704,7 +704,7 @@ void S_ParseSndSeq (int levellump)
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delaybase = sc.Number;
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ScriptTemp.Push(MakeCommand(SS_CMD_DELAYRAND, sc.Number));
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sc.MustGetNumber ();
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ScriptTemp.Push(MAX(1, sc.Number - delaybase + 1));
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ScriptTemp.Push(max(1, sc.Number - delaybase + 1));
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break;
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case SS_STRING_VOLUME: // volume is in range 0..100
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@ -698,9 +698,9 @@ int FNodeBuilder::FVertexMap::InsertVertex (FNodeBuilder::FPrivVert &vert)
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// If a vertex is near a block boundary, then it will be inserted on
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// both sides of the boundary so that SelectVertexClose can find
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// it by checking in only one block.
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fixed64_t minx = MAX (MinX, fixed64_t(vert.x) - VERTEX_EPSILON);
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fixed64_t minx = max (MinX, fixed64_t(vert.x) - VERTEX_EPSILON);
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fixed64_t maxx = min (MaxX, fixed64_t(vert.x) + VERTEX_EPSILON);
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fixed64_t miny = MAX (MinY, fixed64_t(vert.y) - VERTEX_EPSILON);
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fixed64_t miny = max (MinY, fixed64_t(vert.y) - VERTEX_EPSILON);
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fixed64_t maxy = min (MaxY, fixed64_t(vert.y) + VERTEX_EPSILON);
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int blk[4] =
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