game: change min()->MIN() and max()->MAX()

This commit is contained in:
SanyaSho 2022-08-10 20:32:45 +03:00
parent 15921cfe28
commit 12a8b08267
11 changed files with 75 additions and 75 deletions

View File

@ -117,7 +117,7 @@ void C_PlayerAttachedModel::ClientThink( void )
if ( m_iFlags & PAM_SCALEUP ) 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 );
} }
} }

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@ -54,9 +54,9 @@ void DrawRoundedBackground( Color bgColor, int wide, int tall )
int y = 0; int y = 0;
for ( i=0; i<NumSegments; ++i ) for ( i=0; i<NumSegments; ++i )
{ {
x1 = min( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult ); x1 = MIN( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
x2 = max( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult ); x2 = MAX( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
y1 = max( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult ); y1 = MAX( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
y2 = y + coord[NumSegments]; y2 = y + coord[NumSegments];
surface()->DrawFilledRect( x1, y1, x2, y2 ); surface()->DrawFilledRect( x1, y1, x2, y2 );
@ -75,9 +75,9 @@ void DrawRoundedBackground( Color bgColor, int wide, int tall )
yMult = 1; yMult = 1;
for ( i=0; i<NumSegments; ++i ) for ( i=0; i<NumSegments; ++i )
{ {
x1 = min( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult ); x1 = MIN( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
x2 = max( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult ); x2 = MAX( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
y1 = max( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult ); y1 = MAX( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
y2 = y + coord[NumSegments]; y2 = y + coord[NumSegments];
surface()->DrawFilledRect( x1, y1, x2, y2 ); surface()->DrawFilledRect( x1, y1, x2, y2 );
xIndex += xDir; xIndex += xDir;
@ -95,10 +95,10 @@ void DrawRoundedBackground( Color bgColor, int wide, int tall )
yMult = -1; yMult = -1;
for ( i=0; i<NumSegments; ++i ) for ( i=0; i<NumSegments; ++i )
{ {
x1 = min( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult ); x1 = MIN( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
x2 = max( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult ); x2 = MAX( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
y1 = y - coord[NumSegments]; y1 = y - coord[NumSegments];
y2 = min( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult ); y2 = MIN( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
surface()->DrawFilledRect( x1, y1, x2, y2 ); surface()->DrawFilledRect( x1, y1, x2, y2 );
xIndex += xDir; xIndex += xDir;
yIndex += yDir; yIndex += yDir;
@ -115,10 +115,10 @@ void DrawRoundedBackground( Color bgColor, int wide, int tall )
yMult = -1; yMult = -1;
for ( i=0; i<NumSegments; ++i ) for ( i=0; i<NumSegments; ++i )
{ {
x1 = min( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult ); x1 = MIN( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
x2 = max( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult ); x2 = MAX( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
y1 = y - coord[NumSegments]; y1 = y - coord[NumSegments];
y2 = min( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult ); y2 = MIN( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
surface()->DrawFilledRect( x1, y1, x2, y2 ); surface()->DrawFilledRect( x1, y1, x2, y2 );
xIndex += xDir; xIndex += xDir;
yIndex += yDir; yIndex += yDir;
@ -166,10 +166,10 @@ void DrawRoundedBorder( Color borderColor, int wide, int tall )
int y = 0; int y = 0;
for ( i=0; i<NumSegments; ++i ) for ( i=0; i<NumSegments; ++i )
{ {
x1 = min( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult ); x1 = MIN( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
x2 = max( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult ); x2 = MAX( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
y1 = min( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult ); y1 = MIN( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
y2 = max( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult ); y2 = MAX( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
surface()->DrawFilledRect( x1, y1, x2, y2 ); surface()->DrawFilledRect( x1, y1, x2, y2 );
xIndex += xDir; xIndex += xDir;
@ -187,10 +187,10 @@ void DrawRoundedBorder( Color borderColor, int wide, int tall )
yMult = 1; yMult = 1;
for ( i=0; i<NumSegments; ++i ) for ( i=0; i<NumSegments; ++i )
{ {
x1 = min( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult ); x1 = MIN( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
x2 = max( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult ); x2 = MAX( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
y1 = min( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult ); y1 = MIN( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
y2 = max( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult ); y2 = MAX( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
surface()->DrawFilledRect( x1, y1, x2, y2 ); surface()->DrawFilledRect( x1, y1, x2, y2 );
xIndex += xDir; xIndex += xDir;
yIndex += yDir; yIndex += yDir;
@ -207,10 +207,10 @@ void DrawRoundedBorder( Color borderColor, int wide, int tall )
yMult = -1; yMult = -1;
for ( i=0; i<NumSegments; ++i ) for ( i=0; i<NumSegments; ++i )
{ {
x1 = min( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult ); x1 = MIN( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
x2 = max( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult ); x2 = MAX( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
y1 = min( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult ); y1 = MIN( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
y2 = max( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult ); y2 = MAX( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
surface()->DrawFilledRect( x1, y1, x2, y2 ); surface()->DrawFilledRect( x1, y1, x2, y2 );
xIndex += xDir; xIndex += xDir;
yIndex += yDir; yIndex += yDir;
@ -227,10 +227,10 @@ void DrawRoundedBorder( Color borderColor, int wide, int tall )
yMult = -1; yMult = -1;
for ( i=0; i<NumSegments; ++i ) for ( i=0; i<NumSegments; ++i )
{ {
x1 = min( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult ); x1 = MIN( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
x2 = max( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult ); x2 = MAX( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
y1 = min( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult ); y1 = MIN( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
y2 = max( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult ); y2 = MAX( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
surface()->DrawFilledRect( x1, y1, x2, y2 ); surface()->DrawFilledRect( x1, y1, x2, y2 );
xIndex += xDir; xIndex += xDir;
yIndex += yDir; yIndex += yDir;

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@ -638,7 +638,7 @@ bool CTFMapOverview::DrawCapturePoint( int iCP, MapObject_t *obj )
if ( requiredPlayers > 1 ) if ( requiredPlayers > 1 )
{ {
numPlayers = min( numPlayers, requiredPlayers ); numPlayers = MIN( numPlayers, requiredPlayers );
wchar_t wText[6]; wchar_t wText[6];
_snwprintf( wText, sizeof(wText)/sizeof(wchar_t), L"%d", numPlayers ); _snwprintf( wText, sizeof(wText)/sizeof(wchar_t), L"%d", numPlayers );

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@ -139,7 +139,7 @@ void CTFHLTVDirector::CreateShotFromEvent( CHLTVGameEvent *event )
} }
// shot 2 seconds after 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 ) ) else if ( !Q_strcmp( "object_destroyed", name ) )
{ {

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@ -534,14 +534,14 @@ bool CBaseObject::EstimateValidBuildPos( void )
// Adjust build distance based upon object size // Adjust build distance based upon object size
Vector2D vecObjectRadius; Vector2D vecObjectRadius;
vecObjectRadius.x = max( fabs( m_vecBuildMins.m_Value.x ), fabs( m_vecBuildMaxs.m_Value.x ) ); 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.y = MAX( fabs( m_vecBuildMins.m_Value.y ), fabs( m_vecBuildMaxs.m_Value.y ) );
Vector2D vecPlayerRadius; Vector2D vecPlayerRadius;
Vector vecPlayerMins = pPlayer->WorldAlignMins(); Vector vecPlayerMins = pPlayer->WorldAlignMins();
Vector vecPlayerMaxs = pPlayer->WorldAlignMaxs(); Vector vecPlayerMaxs = pPlayer->WorldAlignMaxs();
vecPlayerRadius.x = max( fabs( vecPlayerMins.x ), fabs( vecPlayerMaxs.x ) ); vecPlayerRadius.x = MAX( fabs( vecPlayerMins.x ), fabs( vecPlayerMaxs.x ) );
vecPlayerRadius.y = max( fabs( vecPlayerMins.y ), fabs( vecPlayerMaxs.y ) ); vecPlayerRadius.y = MAX( fabs( vecPlayerMins.y ), fabs( vecPlayerMaxs.y ) );
float flDistance = vecObjectRadius.Length() + vecPlayerRadius.Length() + 4; // small safety buffer float flDistance = vecObjectRadius.Length() + vecPlayerRadius.Length() + 4; // small safety buffer
Vector vecBuildOrigin = pPlayer->WorldSpaceCenter() + forward * flDistance; Vector vecBuildOrigin = pPlayer->WorldSpaceCenter() + forward * flDistance;
@ -688,7 +688,7 @@ float CBaseObject::GetTotalTime( void )
float flBuildTime = GetObjectInfo( ObjectType() )->m_flBuildTime; float flBuildTime = GetObjectInfo( ObjectType() )->m_flBuildTime;
if (tf_fastbuild.GetInt()) if (tf_fastbuild.GetInt())
return ( min( 2.f, flBuildTime ) ); return ( MIN( 2.f, flBuildTime ) );
return flBuildTime; return flBuildTime;
} }
@ -765,7 +765,7 @@ bool CBaseObject::FindNearestBuildPoint( CBaseEntity *pEntity, CBasePlayer *pBui
float flDist = (vecBPOrigin - pBuilder->GetAbsOrigin()).Length(); float flDist = (vecBPOrigin - pBuilder->GetAbsOrigin()).Length();
// if this is closer, or is the first one in our view, check it out // 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; flNearestPoint = flDist;
vecNearestBuildPoint = vecBPOrigin; vecNearestBuildPoint = vecBPOrigin;
@ -1592,13 +1592,13 @@ bool CBaseObject::Repair( float flHealth )
{ {
// Reduce the construction time by the correct amount for the health passed in // Reduce the construction time by the correct amount for the health passed in
float flConstructionTime = flHealth / ((GetMaxHealth() - OBJECT_CONSTRUCTION_STARTINGHEALTH) / m_flTotalConstructionTime); 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_flConstructionTimeLeft = clamp( m_flConstructionTimeLeft, 0.0f, m_flTotalConstructionTime );
m_flPercentageConstructed = 1 - (m_flConstructionTimeLeft / m_flTotalConstructionTime); m_flPercentageConstructed = 1 - (m_flConstructionTimeLeft / m_flTotalConstructionTime);
m_flPercentageConstructed = clamp( m_flPercentageConstructed, 0.0f, 1.0f ); m_flPercentageConstructed = clamp( m_flPercentageConstructed, 0.0f, 1.0f );
// Increase health. // Increase health.
SetHealth( min( GetMaxHealth(), m_flHealth + flHealth ) ); SetHealth( MIN( GetMaxHealth(), m_flHealth + flHealth ) );
// Return true if we're constructed now // Return true if we're constructed now
if ( m_flConstructionTimeLeft <= 0.0f ) if ( m_flConstructionTimeLeft <= 0.0f )
@ -1614,7 +1614,7 @@ bool CBaseObject::Repair( float flHealth )
return true; return true;
// Increase health. // Increase health.
SetHealth( min( GetMaxHealth(), m_flHealth + flHealth ) ); SetHealth( MIN( GetMaxHealth(), m_flHealth + flHealth ) );
m_OnRepaired.FireOutput( this, this); m_OnRepaired.FireOutput( this, this);
@ -1960,7 +1960,7 @@ void CBaseObject::InputSetHealth( inputdata_t &inputdata )
void CBaseObject::InputAddHealth( inputdata_t &inputdata ) void CBaseObject::InputAddHealth( inputdata_t &inputdata )
{ {
int iHealth = inputdata.value.Int(); 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 ) bool CBaseObject::Command_Repair( CTFPlayer *pActivator )
{ {
int iAmountToHeal = min( 100, GetMaxHealth() - GetHealth() ); int iAmountToHeal = MIN( 100, GetMaxHealth() - GetHealth() );
// repair the building // repair the building
int iRepairCost = ceil( (float)( iAmountToHeal ) * 0.2f ); int iRepairCost = ceil( (float)( iAmountToHeal ) * 0.2f );
@ -2087,7 +2087,7 @@ bool CBaseObject::Command_Repair( CTFPlayer *pActivator )
pActivator->RemoveBuildResources( iRepairCost ); pActivator->RemoveBuildResources( iRepairCost );
float flNewHealth = min( GetMaxHealth(), m_flHealth + ( iRepairCost * 5 ) ); float flNewHealth = MIN( GetMaxHealth(), m_flHealth + ( iRepairCost * 5 ) );
SetHealth( flNewHealth ); SetHealth( flNewHealth );
return ( iRepairCost > 0 ); return ( iRepairCost > 0 );

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@ -2553,7 +2553,7 @@ int CTFPlayer::OnTakeDamage( const CTakeDamageInfo &inputInfo )
if ( bitsDamage & DMG_USEDISTANCEMOD ) 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; float flOptimalDistance = 512.0;
flCenter = RemapValClamped( flDistance / flOptimalDistance, 0.0, 2.0, 1.0, 0.0 ); 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 ); flCenter = RemapVal( flCenter, 0.5, 1.0, 0.5, 0.65 );
} }
} }
flMin = max( 0.0, flCenter - 0.25 ); flMin = MAX( 0.0, flCenter - 0.25 );
flMax = min( 1.0, flCenter + 0.25 ); flMax = MIN( 1.0, flCenter + 0.25 );
if ( bDebug ) if ( bDebug )
{ {
@ -2901,7 +2901,7 @@ int CTFPlayer::OnTakeDamage_Alive( const CTakeDamageInfo &info )
if ( event ) if ( event )
{ {
event->SetInt( "userid", GetUserID() ); event->SetInt( "userid", GetUserID() );
event->SetInt( "health", max( 0, m_iHealth ) ); event->SetInt( "health", MAX( 0, m_iHealth ) );
// HLTV event priority, not transmitted // HLTV event priority, not transmitted
event->SetInt( "priority", 5 ); event->SetInt( "priority", 5 );
@ -3428,9 +3428,9 @@ void CTFPlayer::DropAmmoPack( void )
return; return;
// Fill the ammo pack with unused player ammo, if out add a minimum amount. // Fill the ammo pack with unused player ammo, if out add a minimum amount.
int iPrimary = max( 5, GetAmmoCount( TF_AMMO_PRIMARY ) ); int iPrimary = MAX( 5, GetAmmoCount( TF_AMMO_PRIMARY ) );
int iSecondary = max( 5, GetAmmoCount( TF_AMMO_SECONDARY ) ); int iSecondary = MAX( 5, GetAmmoCount( TF_AMMO_SECONDARY ) );
int iMetal = max( 5, GetAmmoCount( TF_AMMO_METAL ) ); int iMetal = MAX( 5, GetAmmoCount( TF_AMMO_METAL ) );
// Create the ammo pack. // Create the ammo pack.
CTFAmmoPack *pAmmoPack = CTFAmmoPack::Create( vecPackOrigin, vecPackAngles, this, pszWorldModel ); 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 iMax = m_PlayerClass.GetData()->m_aAmmoMax[iAmmoIndex];
int iAdd = min( iCount, iMax - GetAmmoCount(iAmmoIndex) ); int iAdd = MIN( iCount, iMax - GetAmmoCount(iAmmoIndex) );
if ( iAdd < 1 ) if ( iAdd < 1 )
{ {
return 0; 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 ) ) 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 // speak a louder pain concept to just the attacker
@ -5789,7 +5789,7 @@ bool CTFPlayer::CanSpeakVoiceCommand( void )
void CTFPlayer::NoteSpokeVoiceCommand( const char *pszScenePlayed ) void CTFPlayer::NoteSpokeVoiceCommand( const char *pszScenePlayed )
{ {
Assert( 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() );
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------

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@ -918,7 +918,7 @@ void CTFGameRules::RadiusDamage( const CTakeDamageInfo &info, const Vector &vecS
float flToWorldSpaceCenter = ( vecSrc - pEntity->WorldSpaceCenter() ).Length(); float flToWorldSpaceCenter = ( vecSrc - pEntity->WorldSpaceCenter() ).Length();
float flToOrigin = ( vecSrc - pEntity->GetAbsOrigin() ).Length(); float flToOrigin = ( vecSrc - pEntity->GetAbsOrigin() ).Length();
flDistanceToEntity = min( flToWorldSpaceCenter, flToOrigin ); flDistanceToEntity = MIN( flToWorldSpaceCenter, flToOrigin );
} }
else else
{ {
@ -2158,7 +2158,7 @@ void CTFGameRules::SendWinPanelInfo( void )
vecPlayerScore.Sort( PlayerRoundScoreSortFunc ); vecPlayerScore.Sort( PlayerRoundScoreSortFunc );
// set the top (up to) 3 players by round score in the event data // 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++ ) 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 // 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_TELEPORTS] / TF_SCORE_TELEPORTS_PER_POINT ) +
( pRoundStats->m_iStat[TFSTAT_INVULNS] / TF_SCORE_INVULN ) + ( pRoundStats->m_iStat[TFSTAT_INVULNS] / TF_SCORE_INVULN ) +
( pRoundStats->m_iStat[TFSTAT_REVENGE] / TF_SCORE_REVENGE ); ( pRoundStats->m_iStat[TFSTAT_REVENGE] / TF_SCORE_REVENGE );
return max( iScore, 0 ); return MAX( iScore, 0 );
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------

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@ -518,7 +518,7 @@ void CTFPlayerShared::ConditionGameRulesThink( void )
flReduction += (m_aHealers.Count() * flReduction * 4); 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 ) 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 ) ) if ( m_Shared.InCond( TF_COND_DISGUISED ) && !m_Shared.InCond( TF_COND_STEALTHED ) )
{ {
float flMaxDisguiseSpeed = GetPlayerClassData( m_Shared.GetDisguiseClass() )->m_flMaxSpeed; 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 // Second, see if any flags are slowing them down

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@ -575,7 +575,7 @@ bool CWeaponMedigun::FindAndHealTargets( void )
flChargeAmount /= (float)iTotalHealers; flChargeAmount /= (float)iTotalHealers;
} }
float flNewLevel = min( m_flChargeLevel + flChargeAmount, 1.0 ); float flNewLevel = MIN( m_flChargeLevel + flChargeAmount, 1.0 );
#ifdef GAME_DLL #ifdef GAME_DLL
if ( flNewLevel >= 1.0 && m_flChargeLevel < 1.0 ) if ( flNewLevel >= 1.0 && m_flChargeLevel < 1.0 )
{ {
@ -619,7 +619,7 @@ void CWeaponMedigun::DrainCharge( void )
return; return;
float flChargeAmount = gpGlobals->frametime / weapon_medigun_chargerelease_rate.GetFloat(); 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 ) if ( !m_flChargeLevel )
{ {
m_bChargeRelease = false; m_bChargeRelease = false;

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@ -229,7 +229,7 @@ void CTFSniperRifle::HandleZooms( void )
{ {
if ( gpGlobals->curtime > m_flRezoomTime ) if ( gpGlobals->curtime > m_flRezoomTime )
{ {
ZoomIn(); ZoomIn();
m_flRezoomTime = -1; 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. // 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 ) 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 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(); ToggleZoom();
// at least 0.1 seconds from now, but don't stomp a previous value // 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; m_flNextSecondaryAttack = gpGlobals->curtime + TF_WEAPON_SNIPERRIFLE_ZOOM_TIME;
} }
@ -512,7 +512,7 @@ void CTFSniperRifle::SetRezoom( bool bRezoom, float flDelay )
float CTFSniperRifle::GetProjectileDamage( void ) float CTFSniperRifle::GetProjectileDamage( void )
{ {
// Uncharged? Min damage. // Uncharged? Min damage.
return max( m_flChargedDamage, TF_WEAPON_SNIPERRIFLE_DAMAGE_MIN ); return MAX( m_flChargedDamage, TF_WEAPON_SNIPERRIFLE_DAMAGE_MIN );
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------

View File

@ -396,7 +396,7 @@ bool CTFWeaponBase::Deploy( void )
// Don't override primary attacks that are already further out than this. This prevents // Don't override primary attacks that are already further out than this. This prevents
// people exploiting weapon switches to allow weapons to fire faster. // people exploiting weapon switches to allow weapons to fire faster.
float flDeployTime = 0.67; float flDeployTime = 0.67;
m_flNextPrimaryAttack = max( flOriginalPrimaryAttack, gpGlobals->curtime + flDeployTime ); m_flNextPrimaryAttack = MAX( flOriginalPrimaryAttack, gpGlobals->curtime + flDeployTime );
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() ); CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if (!pPlayer) if (!pPlayer)
@ -653,7 +653,7 @@ bool CTFWeaponBase::ReloadSingly( void )
// If we have ammo, remove ammo and add it to clip // If we have ammo, remove ammo and add it to clip
if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) > 0 && !m_bReloadedThroughAnimEvent ) 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 ); 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 ) 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 ); pOperator->RemoveAmmo( 1, m_iPrimaryAmmoType );
} }
@ -727,7 +727,7 @@ bool CTFWeaponBase::DefaultReload( int iClipSize1, int iClipSize2, int iActivity
if ( UsesClipsForAmmo1() ) if ( UsesClipsForAmmo1() )
{ {
// need to reload primary clip? // 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 ) if ( primary != 0 )
{ {
bReloadPrimary = true; bReloadPrimary = true;
@ -737,7 +737,7 @@ bool CTFWeaponBase::DefaultReload( int iClipSize1, int iClipSize2, int iActivity
if ( UsesClipsForAmmo2() ) if ( UsesClipsForAmmo2() )
{ {
// need to reload secondary clip? // 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 ) if ( secondary != 0 )
{ {
bReloadSecondary = true; bReloadSecondary = true;
@ -1876,7 +1876,7 @@ float CalcViewModelBobHelper( CBasePlayer *player, BobState_t *pBobState )
//Find the speed of the player //Find the speed of the player
float speed = player->GetLocalVelocity().Length2D(); 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 // don't allow too big speed changes
speed = clamp( speed, pBobState->m_flLastSpeed-flmaxSpeedDelta, pBobState->m_flLastSpeed+flmaxSpeedDelta ); 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 ) 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 ); pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
} }