diff --git a/game/client/tf2base/c_playerattachedmodel.cpp b/game/client/tf2base/c_playerattachedmodel.cpp index f851166c..3e1d1d8d 100644 --- a/game/client/tf2base/c_playerattachedmodel.cpp +++ b/game/client/tf2base/c_playerattachedmodel.cpp @@ -117,7 +117,7 @@ void C_PlayerAttachedModel::ClientThink( void ) if ( m_iFlags & PAM_SCALEUP ) { - m_flScale = min( m_flScale + (gpGlobals->frametime * PAM_SCALE_SPEED), PAM_MAX_SCALE ); + m_flScale = MIN( m_flScale + (gpGlobals->frametime * PAM_SCALE_SPEED), PAM_MAX_SCALE ); } } @@ -134,4 +134,4 @@ void C_PlayerAttachedModel::ApplyBoneMatrixTransform( matrix3x4_t& transform ) VectorScale( transform[0], m_flScale, transform[0] ); VectorScale( transform[1], m_flScale, transform[1] ); VectorScale( transform[2], m_flScale, transform[2] ); -} \ No newline at end of file +} diff --git a/game/client/tf2base/vgui/backgroundpanel.cpp b/game/client/tf2base/vgui/backgroundpanel.cpp index 12c0831c..c00539e1 100644 --- a/game/client/tf2base/vgui/backgroundpanel.cpp +++ b/game/client/tf2base/vgui/backgroundpanel.cpp @@ -54,9 +54,9 @@ void DrawRoundedBackground( Color bgColor, int wide, int tall ) int y = 0; for ( i=0; iDrawFilledRect( x1, y1, x2, y2 ); @@ -75,9 +75,9 @@ void DrawRoundedBackground( Color bgColor, int wide, int tall ) yMult = 1; for ( i=0; iDrawFilledRect( x1, y1, x2, y2 ); xIndex += xDir; @@ -95,10 +95,10 @@ void DrawRoundedBackground( Color bgColor, int wide, int tall ) yMult = -1; for ( i=0; iDrawFilledRect( x1, y1, x2, y2 ); xIndex += xDir; yIndex += yDir; @@ -115,10 +115,10 @@ void DrawRoundedBackground( Color bgColor, int wide, int tall ) yMult = -1; for ( i=0; iDrawFilledRect( x1, y1, x2, y2 ); xIndex += xDir; yIndex += yDir; @@ -166,10 +166,10 @@ void DrawRoundedBorder( Color borderColor, int wide, int tall ) int y = 0; for ( i=0; iDrawFilledRect( x1, y1, x2, y2 ); xIndex += xDir; @@ -187,10 +187,10 @@ void DrawRoundedBorder( Color borderColor, int wide, int tall ) yMult = 1; for ( i=0; iDrawFilledRect( x1, y1, x2, y2 ); xIndex += xDir; yIndex += yDir; @@ -207,10 +207,10 @@ void DrawRoundedBorder( Color borderColor, int wide, int tall ) yMult = -1; for ( i=0; iDrawFilledRect( x1, y1, x2, y2 ); xIndex += xDir; yIndex += yDir; @@ -227,10 +227,10 @@ void DrawRoundedBorder( Color borderColor, int wide, int tall ) yMult = -1; for ( i=0; iDrawFilledRect( x1, y1, x2, y2 ); xIndex += xDir; yIndex += yDir; diff --git a/game/client/tf2base/vgui/tf_overview.cpp b/game/client/tf2base/vgui/tf_overview.cpp index 5e198e7b..ec9fbdd5 100644 --- a/game/client/tf2base/vgui/tf_overview.cpp +++ b/game/client/tf2base/vgui/tf_overview.cpp @@ -638,7 +638,7 @@ bool CTFMapOverview::DrawCapturePoint( int iCP, MapObject_t *obj ) if ( requiredPlayers > 1 ) { - numPlayers = min( numPlayers, requiredPlayers ); + numPlayers = MIN( numPlayers, requiredPlayers ); wchar_t wText[6]; _snwprintf( wText, sizeof(wText)/sizeof(wchar_t), L"%d", numPlayers ); @@ -856,4 +856,4 @@ void CTFMapOverview::UpdateMapOverlayTexture() return; } */ -} \ No newline at end of file +} diff --git a/game/server/tf2base/tf_hltvdirector.cpp b/game/server/tf2base/tf_hltvdirector.cpp index ab6e694f..fe50d2bd 100644 --- a/game/server/tf2base/tf_hltvdirector.cpp +++ b/game/server/tf2base/tf_hltvdirector.cpp @@ -139,7 +139,7 @@ void CTFHLTVDirector::CreateShotFromEvent( CHLTVGameEvent *event ) } // shot 2 seconds after event - m_nNextShotTick = min( m_nNextShotTick, (event->m_Tick+TIME_TO_TICKS(1.0)) ); + m_nNextShotTick = MIN( m_nNextShotTick, (event->m_Tick+TIME_TO_TICKS(1.0)) ); } else if ( !Q_strcmp( "object_destroyed", name ) ) { @@ -227,4 +227,4 @@ CHLTVDirector* HLTVDirector() IGameSystem* HLTVDirectorSystem() { return &s_HLTVDirector; -} \ No newline at end of file +} diff --git a/game/server/tf2base/tf_obj.cpp b/game/server/tf2base/tf_obj.cpp index 9f63df80..197f9d34 100644 --- a/game/server/tf2base/tf_obj.cpp +++ b/game/server/tf2base/tf_obj.cpp @@ -534,14 +534,14 @@ bool CBaseObject::EstimateValidBuildPos( void ) // Adjust build distance based upon object size Vector2D vecObjectRadius; - vecObjectRadius.x = max( fabs( m_vecBuildMins.m_Value.x ), fabs( m_vecBuildMaxs.m_Value.x ) ); - vecObjectRadius.y = max( fabs( m_vecBuildMins.m_Value.y ), fabs( m_vecBuildMaxs.m_Value.y ) ); + vecObjectRadius.x = MAX( fabs( m_vecBuildMins.m_Value.x ), fabs( m_vecBuildMaxs.m_Value.x ) ); + vecObjectRadius.y = MAX( fabs( m_vecBuildMins.m_Value.y ), fabs( m_vecBuildMaxs.m_Value.y ) ); Vector2D vecPlayerRadius; Vector vecPlayerMins = pPlayer->WorldAlignMins(); Vector vecPlayerMaxs = pPlayer->WorldAlignMaxs(); - vecPlayerRadius.x = max( fabs( vecPlayerMins.x ), fabs( vecPlayerMaxs.x ) ); - vecPlayerRadius.y = max( fabs( vecPlayerMins.y ), fabs( vecPlayerMaxs.y ) ); + vecPlayerRadius.x = MAX( fabs( vecPlayerMins.x ), fabs( vecPlayerMaxs.x ) ); + vecPlayerRadius.y = MAX( fabs( vecPlayerMins.y ), fabs( vecPlayerMaxs.y ) ); float flDistance = vecObjectRadius.Length() + vecPlayerRadius.Length() + 4; // small safety buffer Vector vecBuildOrigin = pPlayer->WorldSpaceCenter() + forward * flDistance; @@ -688,7 +688,7 @@ float CBaseObject::GetTotalTime( void ) float flBuildTime = GetObjectInfo( ObjectType() )->m_flBuildTime; if (tf_fastbuild.GetInt()) - return ( min( 2.f, flBuildTime ) ); + return ( MIN( 2.f, flBuildTime ) ); return flBuildTime; } @@ -765,7 +765,7 @@ bool CBaseObject::FindNearestBuildPoint( CBaseEntity *pEntity, CBasePlayer *pBui float flDist = (vecBPOrigin - pBuilder->GetAbsOrigin()).Length(); // if this is closer, or is the first one in our view, check it out - if ( flDist < min(flNearestPoint, pBPInterface->GetMaxSnapDistance( i )) ) + if ( flDist < MIN(flNearestPoint, pBPInterface->GetMaxSnapDistance( i )) ) { flNearestPoint = flDist; vecNearestBuildPoint = vecBPOrigin; @@ -1592,13 +1592,13 @@ bool CBaseObject::Repair( float flHealth ) { // Reduce the construction time by the correct amount for the health passed in float flConstructionTime = flHealth / ((GetMaxHealth() - OBJECT_CONSTRUCTION_STARTINGHEALTH) / m_flTotalConstructionTime); - m_flConstructionTimeLeft = max( 0, m_flConstructionTimeLeft - flConstructionTime); + m_flConstructionTimeLeft = MAX( 0, m_flConstructionTimeLeft - flConstructionTime); m_flConstructionTimeLeft = clamp( m_flConstructionTimeLeft, 0.0f, m_flTotalConstructionTime ); m_flPercentageConstructed = 1 - (m_flConstructionTimeLeft / m_flTotalConstructionTime); m_flPercentageConstructed = clamp( m_flPercentageConstructed, 0.0f, 1.0f ); // Increase health. - SetHealth( min( GetMaxHealth(), m_flHealth + flHealth ) ); + SetHealth( MIN( GetMaxHealth(), m_flHealth + flHealth ) ); // Return true if we're constructed now if ( m_flConstructionTimeLeft <= 0.0f ) @@ -1614,7 +1614,7 @@ bool CBaseObject::Repair( float flHealth ) return true; // Increase health. - SetHealth( min( GetMaxHealth(), m_flHealth + flHealth ) ); + SetHealth( MIN( GetMaxHealth(), m_flHealth + flHealth ) ); m_OnRepaired.FireOutput( this, this); @@ -1960,7 +1960,7 @@ void CBaseObject::InputSetHealth( inputdata_t &inputdata ) void CBaseObject::InputAddHealth( inputdata_t &inputdata ) { int iHealth = inputdata.value.Int(); - SetHealth( min( GetMaxHealth(), m_flHealth + iHealth ) ); + SetHealth( MIN( GetMaxHealth(), m_flHealth + iHealth ) ); } //----------------------------------------------------------------------------- @@ -2068,7 +2068,7 @@ bool CBaseObject::OnWrenchHit( CTFPlayer *pPlayer ) //----------------------------------------------------------------------------- bool CBaseObject::Command_Repair( CTFPlayer *pActivator ) { - int iAmountToHeal = min( 100, GetMaxHealth() - GetHealth() ); + int iAmountToHeal = MIN( 100, GetMaxHealth() - GetHealth() ); // repair the building int iRepairCost = ceil( (float)( iAmountToHeal ) * 0.2f ); @@ -2087,7 +2087,7 @@ bool CBaseObject::Command_Repair( CTFPlayer *pActivator ) pActivator->RemoveBuildResources( iRepairCost ); - float flNewHealth = min( GetMaxHealth(), m_flHealth + ( iRepairCost * 5 ) ); + float flNewHealth = MIN( GetMaxHealth(), m_flHealth + ( iRepairCost * 5 ) ); SetHealth( flNewHealth ); return ( iRepairCost > 0 ); diff --git a/game/server/tf2base/tf_player.cpp b/game/server/tf2base/tf_player.cpp index d2d73e76..f82fc4c9 100644 --- a/game/server/tf2base/tf_player.cpp +++ b/game/server/tf2base/tf_player.cpp @@ -2553,7 +2553,7 @@ int CTFPlayer::OnTakeDamage( const CTakeDamageInfo &inputInfo ) if ( bitsDamage & DMG_USEDISTANCEMOD ) { - float flDistance = max( 1.0, (WorldSpaceCenter() - info.GetAttacker()->WorldSpaceCenter()).Length() ); + float flDistance = MAX( 1.0, (WorldSpaceCenter() - info.GetAttacker()->WorldSpaceCenter()).Length() ); float flOptimalDistance = 512.0; flCenter = RemapValClamped( flDistance / flOptimalDistance, 0.0, 2.0, 1.0, 0.0 ); @@ -2565,8 +2565,8 @@ int CTFPlayer::OnTakeDamage( const CTakeDamageInfo &inputInfo ) flCenter = RemapVal( flCenter, 0.5, 1.0, 0.5, 0.65 ); } } - flMin = max( 0.0, flCenter - 0.25 ); - flMax = min( 1.0, flCenter + 0.25 ); + flMin = MAX( 0.0, flCenter - 0.25 ); + flMax = MIN( 1.0, flCenter + 0.25 ); if ( bDebug ) { @@ -2901,7 +2901,7 @@ int CTFPlayer::OnTakeDamage_Alive( const CTakeDamageInfo &info ) if ( event ) { event->SetInt( "userid", GetUserID() ); - event->SetInt( "health", max( 0, m_iHealth ) ); + event->SetInt( "health", MAX( 0, m_iHealth ) ); // HLTV event priority, not transmitted event->SetInt( "priority", 5 ); @@ -3428,9 +3428,9 @@ void CTFPlayer::DropAmmoPack( void ) return; // Fill the ammo pack with unused player ammo, if out add a minimum amount. - int iPrimary = max( 5, GetAmmoCount( TF_AMMO_PRIMARY ) ); - int iSecondary = max( 5, GetAmmoCount( TF_AMMO_SECONDARY ) ); - int iMetal = max( 5, GetAmmoCount( TF_AMMO_METAL ) ); + int iPrimary = MAX( 5, GetAmmoCount( TF_AMMO_PRIMARY ) ); + int iSecondary = MAX( 5, GetAmmoCount( TF_AMMO_SECONDARY ) ); + int iMetal = MAX( 5, GetAmmoCount( TF_AMMO_METAL ) ); // Create the ammo pack. CTFAmmoPack *pAmmoPack = CTFAmmoPack::Create( vecPackOrigin, vecPackAngles, this, pszWorldModel ); @@ -4122,7 +4122,7 @@ int CTFPlayer::GiveAmmo( int iCount, int iAmmoIndex, bool bSuppressSound ) } int iMax = m_PlayerClass.GetData()->m_aAmmoMax[iAmmoIndex]; - int iAdd = min( iCount, iMax - GetAmmoCount(iAmmoIndex) ); + int iAdd = MIN( iCount, iMax - GetAmmoCount(iAmmoIndex) ); if ( iAdd < 1 ) { return 0; @@ -4591,7 +4591,7 @@ void CTFPlayer::PainSound( const CTakeDamageInfo &info ) if ( SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_PAIN, "damagecritical:1", szResponse, AI_Response::MAX_RESPONSE_NAME, &filter ) ) { - flPainLength = max( GetSceneDuration( szResponse ), flPainLength ); + flPainLength = MAX( GetSceneDuration( szResponse ), flPainLength ); } // speak a louder pain concept to just the attacker @@ -5789,7 +5789,7 @@ bool CTFPlayer::CanSpeakVoiceCommand( void ) void CTFPlayer::NoteSpokeVoiceCommand( const char *pszScenePlayed ) { Assert( pszScenePlayed ); - m_flNextVoiceCommandTime = gpGlobals->curtime + min( GetSceneDuration( pszScenePlayed ), tf_max_voice_speak_delay.GetFloat() ); + m_flNextVoiceCommandTime = gpGlobals->curtime + MIN( GetSceneDuration( pszScenePlayed ), tf_max_voice_speak_delay.GetFloat() ); } //----------------------------------------------------------------------------- diff --git a/game/shared/tf2base/tf_gamerules.cpp b/game/shared/tf2base/tf_gamerules.cpp index 2dbb8e47..41d37208 100644 --- a/game/shared/tf2base/tf_gamerules.cpp +++ b/game/shared/tf2base/tf_gamerules.cpp @@ -918,7 +918,7 @@ void CTFGameRules::RadiusDamage( const CTakeDamageInfo &info, const Vector &vecS float flToWorldSpaceCenter = ( vecSrc - pEntity->WorldSpaceCenter() ).Length(); float flToOrigin = ( vecSrc - pEntity->GetAbsOrigin() ).Length(); - flDistanceToEntity = min( flToWorldSpaceCenter, flToOrigin ); + flDistanceToEntity = MIN( flToWorldSpaceCenter, flToOrigin ); } else { @@ -2158,7 +2158,7 @@ void CTFGameRules::SendWinPanelInfo( void ) vecPlayerScore.Sort( PlayerRoundScoreSortFunc ); // set the top (up to) 3 players by round score in the event data - int numPlayers = min( 3, vecPlayerScore.Count() ); + int numPlayers = MIN( 3, vecPlayerScore.Count() ); for ( int i = 0; i < numPlayers; i++ ) { // only include players who have non-zero points this round; if we get to a player with 0 round points, stop @@ -2806,7 +2806,7 @@ int CTFGameRules::CalcPlayerScore( RoundStats_t *pRoundStats ) ( pRoundStats->m_iStat[TFSTAT_TELEPORTS] / TF_SCORE_TELEPORTS_PER_POINT ) + ( pRoundStats->m_iStat[TFSTAT_INVULNS] / TF_SCORE_INVULN ) + ( pRoundStats->m_iStat[TFSTAT_REVENGE] / TF_SCORE_REVENGE ); - return max( iScore, 0 ); + return MAX( iScore, 0 ); } //----------------------------------------------------------------------------- diff --git a/game/shared/tf2base/tf_player_shared.cpp b/game/shared/tf2base/tf_player_shared.cpp index bf094866..ff94e2f9 100644 --- a/game/shared/tf2base/tf_player_shared.cpp +++ b/game/shared/tf2base/tf_player_shared.cpp @@ -518,7 +518,7 @@ void CTFPlayerShared::ConditionGameRulesThink( void ) flReduction += (m_aHealers.Count() * flReduction * 4); } - m_flCondExpireTimeLeft[i] = max( m_flCondExpireTimeLeft[i] - flReduction, 0 ); + m_flCondExpireTimeLeft[i] = MAX( m_flCondExpireTimeLeft[i] - flReduction, 0 ); if ( m_flCondExpireTimeLeft[i] == 0 ) { @@ -2069,7 +2069,7 @@ void CTFPlayer::TeamFortress_SetSpeed() if ( m_Shared.InCond( TF_COND_DISGUISED ) && !m_Shared.InCond( TF_COND_STEALTHED ) ) { float flMaxDisguiseSpeed = GetPlayerClassData( m_Shared.GetDisguiseClass() )->m_flMaxSpeed; - maxfbspeed = min( flMaxDisguiseSpeed, maxfbspeed ); + maxfbspeed = MIN( flMaxDisguiseSpeed, maxfbspeed ); } // Second, see if any flags are slowing them down diff --git a/game/shared/tf2base/tf_weapon_medigun.cpp b/game/shared/tf2base/tf_weapon_medigun.cpp index 84ff69fa..3dd6303e 100644 --- a/game/shared/tf2base/tf_weapon_medigun.cpp +++ b/game/shared/tf2base/tf_weapon_medigun.cpp @@ -575,7 +575,7 @@ bool CWeaponMedigun::FindAndHealTargets( void ) flChargeAmount /= (float)iTotalHealers; } - float flNewLevel = min( m_flChargeLevel + flChargeAmount, 1.0 ); + float flNewLevel = MIN( m_flChargeLevel + flChargeAmount, 1.0 ); #ifdef GAME_DLL if ( flNewLevel >= 1.0 && m_flChargeLevel < 1.0 ) { @@ -619,7 +619,7 @@ void CWeaponMedigun::DrainCharge( void ) return; float flChargeAmount = gpGlobals->frametime / weapon_medigun_chargerelease_rate.GetFloat(); - m_flChargeLevel = max( m_flChargeLevel - flChargeAmount, 0.0 ); + m_flChargeLevel = MAX( m_flChargeLevel - flChargeAmount, 0.0 ); if ( !m_flChargeLevel ) { m_bChargeRelease = false; diff --git a/game/shared/tf2base/tf_weapon_sniperrifle.cpp b/game/shared/tf2base/tf_weapon_sniperrifle.cpp index 800a0460..05e33b77 100644 --- a/game/shared/tf2base/tf_weapon_sniperrifle.cpp +++ b/game/shared/tf2base/tf_weapon_sniperrifle.cpp @@ -229,7 +229,7 @@ void CTFSniperRifle::HandleZooms( void ) { if ( gpGlobals->curtime > m_flRezoomTime ) { - ZoomIn(); + ZoomIn(); m_flRezoomTime = -1; } } @@ -300,11 +300,11 @@ void CTFSniperRifle::ItemPostFrame( void ) // Don't start charging in the time just after a shot before we unzoom to play rack anim. if ( pPlayer->m_Shared.InCond( TF_COND_AIMING ) && !m_bRezoomAfterShot ) { - m_flChargedDamage = min( m_flChargedDamage + gpGlobals->frametime * TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC, TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX ); + m_flChargedDamage = MIN( m_flChargedDamage + gpGlobals->frametime * TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC, TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX ); } else { - m_flChargedDamage = max( 0, m_flChargedDamage - gpGlobals->frametime * TF_WEAPON_SNIPERRIFLE_UNCHARGE_PER_SEC ); + m_flChargedDamage = MAX( 0, m_flChargedDamage - gpGlobals->frametime * TF_WEAPON_SNIPERRIFLE_UNCHARGE_PER_SEC ); } } @@ -359,7 +359,7 @@ void CTFSniperRifle::Zoom( void ) ToggleZoom(); // at least 0.1 seconds from now, but don't stomp a previous value - m_flNextPrimaryAttack = max( m_flNextPrimaryAttack, gpGlobals->curtime + 0.1 ); + m_flNextPrimaryAttack = MAX( m_flNextPrimaryAttack, gpGlobals->curtime + 0.1 ); m_flNextSecondaryAttack = gpGlobals->curtime + TF_WEAPON_SNIPERRIFLE_ZOOM_TIME; } @@ -512,7 +512,7 @@ void CTFSniperRifle::SetRezoom( bool bRezoom, float flDelay ) float CTFSniperRifle::GetProjectileDamage( void ) { // Uncharged? Min damage. - return max( m_flChargedDamage, TF_WEAPON_SNIPERRIFLE_DAMAGE_MIN ); + return MAX( m_flChargedDamage, TF_WEAPON_SNIPERRIFLE_DAMAGE_MIN ); } //----------------------------------------------------------------------------- diff --git a/game/shared/tf2base/tf_weaponbase.cpp b/game/shared/tf2base/tf_weaponbase.cpp index ac99c278..d69308e4 100644 --- a/game/shared/tf2base/tf_weaponbase.cpp +++ b/game/shared/tf2base/tf_weaponbase.cpp @@ -396,7 +396,7 @@ bool CTFWeaponBase::Deploy( void ) // Don't override primary attacks that are already further out than this. This prevents // people exploiting weapon switches to allow weapons to fire faster. float flDeployTime = 0.67; - m_flNextPrimaryAttack = max( flOriginalPrimaryAttack, gpGlobals->curtime + flDeployTime ); + m_flNextPrimaryAttack = MAX( flOriginalPrimaryAttack, gpGlobals->curtime + flDeployTime ); CTFPlayer *pPlayer = ToTFPlayer( GetOwner() ); if (!pPlayer) @@ -653,7 +653,7 @@ bool CTFWeaponBase::ReloadSingly( void ) // If we have ammo, remove ammo and add it to clip if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) > 0 && !m_bReloadedThroughAnimEvent ) { - m_iClip1 = min( ( m_iClip1 + 1 ), GetMaxClip1() ); + m_iClip1 = MIN( ( m_iClip1 + 1 ), GetMaxClip1() ); pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType ); } @@ -699,7 +699,7 @@ void CTFWeaponBase::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCh { if ( pOperator->GetAmmoCount( m_iPrimaryAmmoType ) > 0 && !m_bReloadedThroughAnimEvent ) { - m_iClip1 = min( ( m_iClip1 + 1 ), GetMaxClip1() ); + m_iClip1 = MIN( ( m_iClip1 + 1 ), GetMaxClip1() ); pOperator->RemoveAmmo( 1, m_iPrimaryAmmoType ); } @@ -727,7 +727,7 @@ bool CTFWeaponBase::DefaultReload( int iClipSize1, int iClipSize2, int iActivity if ( UsesClipsForAmmo1() ) { // need to reload primary clip? - int primary = min( iClipSize1 - m_iClip1, pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) ); + int primary = MIN( iClipSize1 - m_iClip1, pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) ); if ( primary != 0 ) { bReloadPrimary = true; @@ -737,7 +737,7 @@ bool CTFWeaponBase::DefaultReload( int iClipSize1, int iClipSize2, int iActivity if ( UsesClipsForAmmo2() ) { // need to reload secondary clip? - int secondary = min( iClipSize2 - m_iClip2, pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) ); + int secondary = MIN( iClipSize2 - m_iClip2, pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) ); if ( secondary != 0 ) { bReloadSecondary = true; @@ -1876,7 +1876,7 @@ float CalcViewModelBobHelper( CBasePlayer *player, BobState_t *pBobState ) //Find the speed of the player float speed = player->GetLocalVelocity().Length2D(); - float flmaxSpeedDelta = max( 0, (gpGlobals->curtime - pBobState->m_flLastBobTime ) * 320.0f ); + float flmaxSpeedDelta = MAX( 0, (gpGlobals->curtime - pBobState->m_flLastBobTime ) * 320.0f ); // don't allow too big speed changes speed = clamp( speed, pBobState->m_flLastSpeed-flmaxSpeedDelta, pBobState->m_flLastSpeed+flmaxSpeedDelta ); @@ -2084,7 +2084,7 @@ bool CTFWeaponBase::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& orig if ( pPlayer && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) > 0 && !m_bReloadedThroughAnimEvent ) { - m_iClip1 = min( ( m_iClip1 + 1 ), GetMaxClip1() ); + m_iClip1 = MIN( ( m_iClip1 + 1 ), GetMaxClip1() ); pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType ); }