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https://github.com/nillerusr/source-engine.git
synced 2025-04-24 20:07:39 +00:00
game: change min()->MIN() and max()->MAX()
This commit is contained in:
parent
15921cfe28
commit
12a8b08267
@ -117,7 +117,7 @@ void C_PlayerAttachedModel::ClientThink( void )
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if ( m_iFlags & PAM_SCALEUP )
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{
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m_flScale = min( m_flScale + (gpGlobals->frametime * PAM_SCALE_SPEED), PAM_MAX_SCALE );
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m_flScale = MIN( m_flScale + (gpGlobals->frametime * PAM_SCALE_SPEED), PAM_MAX_SCALE );
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}
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}
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@ -54,9 +54,9 @@ void DrawRoundedBackground( Color bgColor, int wide, int tall )
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int y = 0;
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for ( i=0; i<NumSegments; ++i )
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{
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x1 = min( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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x2 = max( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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y1 = max( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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x1 = MIN( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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x2 = MAX( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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y1 = MAX( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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y2 = y + coord[NumSegments];
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surface()->DrawFilledRect( x1, y1, x2, y2 );
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@ -75,9 +75,9 @@ void DrawRoundedBackground( Color bgColor, int wide, int tall )
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yMult = 1;
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for ( i=0; i<NumSegments; ++i )
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{
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x1 = min( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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x2 = max( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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y1 = max( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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x1 = MIN( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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x2 = MAX( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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y1 = MAX( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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y2 = y + coord[NumSegments];
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surface()->DrawFilledRect( x1, y1, x2, y2 );
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xIndex += xDir;
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@ -95,10 +95,10 @@ void DrawRoundedBackground( Color bgColor, int wide, int tall )
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yMult = -1;
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for ( i=0; i<NumSegments; ++i )
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{
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x1 = min( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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x2 = max( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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x1 = MIN( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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x2 = MAX( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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y1 = y - coord[NumSegments];
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y2 = min( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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y2 = MIN( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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surface()->DrawFilledRect( x1, y1, x2, y2 );
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xIndex += xDir;
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yIndex += yDir;
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@ -115,10 +115,10 @@ void DrawRoundedBackground( Color bgColor, int wide, int tall )
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yMult = -1;
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for ( i=0; i<NumSegments; ++i )
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{
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x1 = min( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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x2 = max( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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x1 = MIN( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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x2 = MAX( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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y1 = y - coord[NumSegments];
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y2 = min( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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y2 = MIN( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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surface()->DrawFilledRect( x1, y1, x2, y2 );
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xIndex += xDir;
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yIndex += yDir;
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@ -166,10 +166,10 @@ void DrawRoundedBorder( Color borderColor, int wide, int tall )
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int y = 0;
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for ( i=0; i<NumSegments; ++i )
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{
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x1 = min( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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x2 = max( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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y1 = min( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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y2 = max( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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x1 = MIN( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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x2 = MAX( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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y1 = MIN( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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y2 = MAX( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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surface()->DrawFilledRect( x1, y1, x2, y2 );
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xIndex += xDir;
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@ -187,10 +187,10 @@ void DrawRoundedBorder( Color borderColor, int wide, int tall )
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yMult = 1;
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for ( i=0; i<NumSegments; ++i )
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{
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x1 = min( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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x2 = max( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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y1 = min( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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y2 = max( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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x1 = MIN( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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x2 = MAX( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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y1 = MIN( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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y2 = MAX( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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surface()->DrawFilledRect( x1, y1, x2, y2 );
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xIndex += xDir;
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yIndex += yDir;
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@ -207,10 +207,10 @@ void DrawRoundedBorder( Color borderColor, int wide, int tall )
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yMult = -1;
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for ( i=0; i<NumSegments; ++i )
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{
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x1 = min( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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x2 = max( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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y1 = min( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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y2 = max( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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x1 = MIN( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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x2 = MAX( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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y1 = MIN( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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y2 = MAX( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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surface()->DrawFilledRect( x1, y1, x2, y2 );
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xIndex += xDir;
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yIndex += yDir;
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@ -227,10 +227,10 @@ void DrawRoundedBorder( Color borderColor, int wide, int tall )
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yMult = -1;
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for ( i=0; i<NumSegments; ++i )
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{
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x1 = min( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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x2 = max( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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y1 = min( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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y2 = max( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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x1 = MIN( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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x2 = MAX( x + coord[xIndex]*xMult, x + coord[xIndex+1]*xMult );
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y1 = MIN( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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y2 = MAX( y + coord[yIndex]*yMult, y + coord[yIndex+1]*yMult );
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surface()->DrawFilledRect( x1, y1, x2, y2 );
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xIndex += xDir;
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yIndex += yDir;
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@ -638,7 +638,7 @@ bool CTFMapOverview::DrawCapturePoint( int iCP, MapObject_t *obj )
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if ( requiredPlayers > 1 )
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{
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numPlayers = min( numPlayers, requiredPlayers );
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numPlayers = MIN( numPlayers, requiredPlayers );
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wchar_t wText[6];
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_snwprintf( wText, sizeof(wText)/sizeof(wchar_t), L"%d", numPlayers );
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@ -139,7 +139,7 @@ void CTFHLTVDirector::CreateShotFromEvent( CHLTVGameEvent *event )
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}
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// shot 2 seconds after event
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m_nNextShotTick = min( m_nNextShotTick, (event->m_Tick+TIME_TO_TICKS(1.0)) );
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m_nNextShotTick = MIN( m_nNextShotTick, (event->m_Tick+TIME_TO_TICKS(1.0)) );
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}
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else if ( !Q_strcmp( "object_destroyed", name ) )
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{
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@ -534,14 +534,14 @@ bool CBaseObject::EstimateValidBuildPos( void )
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// Adjust build distance based upon object size
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Vector2D vecObjectRadius;
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vecObjectRadius.x = max( fabs( m_vecBuildMins.m_Value.x ), fabs( m_vecBuildMaxs.m_Value.x ) );
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vecObjectRadius.y = max( fabs( m_vecBuildMins.m_Value.y ), fabs( m_vecBuildMaxs.m_Value.y ) );
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vecObjectRadius.x = MAX( fabs( m_vecBuildMins.m_Value.x ), fabs( m_vecBuildMaxs.m_Value.x ) );
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vecObjectRadius.y = MAX( fabs( m_vecBuildMins.m_Value.y ), fabs( m_vecBuildMaxs.m_Value.y ) );
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Vector2D vecPlayerRadius;
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Vector vecPlayerMins = pPlayer->WorldAlignMins();
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Vector vecPlayerMaxs = pPlayer->WorldAlignMaxs();
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vecPlayerRadius.x = max( fabs( vecPlayerMins.x ), fabs( vecPlayerMaxs.x ) );
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vecPlayerRadius.y = max( fabs( vecPlayerMins.y ), fabs( vecPlayerMaxs.y ) );
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vecPlayerRadius.x = MAX( fabs( vecPlayerMins.x ), fabs( vecPlayerMaxs.x ) );
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vecPlayerRadius.y = MAX( fabs( vecPlayerMins.y ), fabs( vecPlayerMaxs.y ) );
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float flDistance = vecObjectRadius.Length() + vecPlayerRadius.Length() + 4; // small safety buffer
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Vector vecBuildOrigin = pPlayer->WorldSpaceCenter() + forward * flDistance;
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@ -688,7 +688,7 @@ float CBaseObject::GetTotalTime( void )
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float flBuildTime = GetObjectInfo( ObjectType() )->m_flBuildTime;
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if (tf_fastbuild.GetInt())
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return ( min( 2.f, flBuildTime ) );
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return ( MIN( 2.f, flBuildTime ) );
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return flBuildTime;
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}
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@ -765,7 +765,7 @@ bool CBaseObject::FindNearestBuildPoint( CBaseEntity *pEntity, CBasePlayer *pBui
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float flDist = (vecBPOrigin - pBuilder->GetAbsOrigin()).Length();
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// if this is closer, or is the first one in our view, check it out
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if ( flDist < min(flNearestPoint, pBPInterface->GetMaxSnapDistance( i )) )
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if ( flDist < MIN(flNearestPoint, pBPInterface->GetMaxSnapDistance( i )) )
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{
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flNearestPoint = flDist;
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vecNearestBuildPoint = vecBPOrigin;
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@ -1592,13 +1592,13 @@ bool CBaseObject::Repair( float flHealth )
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{
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// Reduce the construction time by the correct amount for the health passed in
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float flConstructionTime = flHealth / ((GetMaxHealth() - OBJECT_CONSTRUCTION_STARTINGHEALTH) / m_flTotalConstructionTime);
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m_flConstructionTimeLeft = max( 0, m_flConstructionTimeLeft - flConstructionTime);
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m_flConstructionTimeLeft = MAX( 0, m_flConstructionTimeLeft - flConstructionTime);
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m_flConstructionTimeLeft = clamp( m_flConstructionTimeLeft, 0.0f, m_flTotalConstructionTime );
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m_flPercentageConstructed = 1 - (m_flConstructionTimeLeft / m_flTotalConstructionTime);
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m_flPercentageConstructed = clamp( m_flPercentageConstructed, 0.0f, 1.0f );
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// Increase health.
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SetHealth( min( GetMaxHealth(), m_flHealth + flHealth ) );
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SetHealth( MIN( GetMaxHealth(), m_flHealth + flHealth ) );
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// Return true if we're constructed now
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if ( m_flConstructionTimeLeft <= 0.0f )
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@ -1614,7 +1614,7 @@ bool CBaseObject::Repair( float flHealth )
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return true;
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// Increase health.
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SetHealth( min( GetMaxHealth(), m_flHealth + flHealth ) );
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SetHealth( MIN( GetMaxHealth(), m_flHealth + flHealth ) );
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m_OnRepaired.FireOutput( this, this);
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@ -1960,7 +1960,7 @@ void CBaseObject::InputSetHealth( inputdata_t &inputdata )
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void CBaseObject::InputAddHealth( inputdata_t &inputdata )
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{
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int iHealth = inputdata.value.Int();
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SetHealth( min( GetMaxHealth(), m_flHealth + iHealth ) );
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SetHealth( MIN( GetMaxHealth(), m_flHealth + iHealth ) );
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}
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//-----------------------------------------------------------------------------
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@ -2068,7 +2068,7 @@ bool CBaseObject::OnWrenchHit( CTFPlayer *pPlayer )
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//-----------------------------------------------------------------------------
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bool CBaseObject::Command_Repair( CTFPlayer *pActivator )
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{
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int iAmountToHeal = min( 100, GetMaxHealth() - GetHealth() );
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int iAmountToHeal = MIN( 100, GetMaxHealth() - GetHealth() );
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// repair the building
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int iRepairCost = ceil( (float)( iAmountToHeal ) * 0.2f );
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@ -2087,7 +2087,7 @@ bool CBaseObject::Command_Repair( CTFPlayer *pActivator )
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pActivator->RemoveBuildResources( iRepairCost );
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float flNewHealth = min( GetMaxHealth(), m_flHealth + ( iRepairCost * 5 ) );
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float flNewHealth = MIN( GetMaxHealth(), m_flHealth + ( iRepairCost * 5 ) );
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SetHealth( flNewHealth );
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return ( iRepairCost > 0 );
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@ -2553,7 +2553,7 @@ int CTFPlayer::OnTakeDamage( const CTakeDamageInfo &inputInfo )
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if ( bitsDamage & DMG_USEDISTANCEMOD )
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{
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float flDistance = max( 1.0, (WorldSpaceCenter() - info.GetAttacker()->WorldSpaceCenter()).Length() );
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float flDistance = MAX( 1.0, (WorldSpaceCenter() - info.GetAttacker()->WorldSpaceCenter()).Length() );
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float flOptimalDistance = 512.0;
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flCenter = RemapValClamped( flDistance / flOptimalDistance, 0.0, 2.0, 1.0, 0.0 );
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@ -2565,8 +2565,8 @@ int CTFPlayer::OnTakeDamage( const CTakeDamageInfo &inputInfo )
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flCenter = RemapVal( flCenter, 0.5, 1.0, 0.5, 0.65 );
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}
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}
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flMin = max( 0.0, flCenter - 0.25 );
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flMax = min( 1.0, flCenter + 0.25 );
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flMin = MAX( 0.0, flCenter - 0.25 );
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flMax = MIN( 1.0, flCenter + 0.25 );
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if ( bDebug )
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{
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@ -2901,7 +2901,7 @@ int CTFPlayer::OnTakeDamage_Alive( const CTakeDamageInfo &info )
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if ( event )
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{
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event->SetInt( "userid", GetUserID() );
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event->SetInt( "health", max( 0, m_iHealth ) );
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event->SetInt( "health", MAX( 0, m_iHealth ) );
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// HLTV event priority, not transmitted
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event->SetInt( "priority", 5 );
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@ -3428,9 +3428,9 @@ void CTFPlayer::DropAmmoPack( void )
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return;
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// Fill the ammo pack with unused player ammo, if out add a minimum amount.
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int iPrimary = max( 5, GetAmmoCount( TF_AMMO_PRIMARY ) );
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int iSecondary = max( 5, GetAmmoCount( TF_AMMO_SECONDARY ) );
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int iMetal = max( 5, GetAmmoCount( TF_AMMO_METAL ) );
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int iPrimary = MAX( 5, GetAmmoCount( TF_AMMO_PRIMARY ) );
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int iSecondary = MAX( 5, GetAmmoCount( TF_AMMO_SECONDARY ) );
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int iMetal = MAX( 5, GetAmmoCount( TF_AMMO_METAL ) );
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// Create the ammo pack.
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CTFAmmoPack *pAmmoPack = CTFAmmoPack::Create( vecPackOrigin, vecPackAngles, this, pszWorldModel );
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@ -4122,7 +4122,7 @@ int CTFPlayer::GiveAmmo( int iCount, int iAmmoIndex, bool bSuppressSound )
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}
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int iMax = m_PlayerClass.GetData()->m_aAmmoMax[iAmmoIndex];
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int iAdd = min( iCount, iMax - GetAmmoCount(iAmmoIndex) );
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int iAdd = MIN( iCount, iMax - GetAmmoCount(iAmmoIndex) );
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if ( iAdd < 1 )
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{
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return 0;
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@ -4591,7 +4591,7 @@ void CTFPlayer::PainSound( const CTakeDamageInfo &info )
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if ( SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_PAIN, "damagecritical:1", szResponse, AI_Response::MAX_RESPONSE_NAME, &filter ) )
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{
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flPainLength = max( GetSceneDuration( szResponse ), flPainLength );
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flPainLength = MAX( GetSceneDuration( szResponse ), flPainLength );
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}
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// speak a louder pain concept to just the attacker
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@ -5789,7 +5789,7 @@ bool CTFPlayer::CanSpeakVoiceCommand( void )
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void CTFPlayer::NoteSpokeVoiceCommand( const char *pszScenePlayed )
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{
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Assert( pszScenePlayed );
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m_flNextVoiceCommandTime = gpGlobals->curtime + min( GetSceneDuration( pszScenePlayed ), tf_max_voice_speak_delay.GetFloat() );
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m_flNextVoiceCommandTime = gpGlobals->curtime + MIN( GetSceneDuration( pszScenePlayed ), tf_max_voice_speak_delay.GetFloat() );
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}
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//-----------------------------------------------------------------------------
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@ -918,7 +918,7 @@ void CTFGameRules::RadiusDamage( const CTakeDamageInfo &info, const Vector &vecS
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float flToWorldSpaceCenter = ( vecSrc - pEntity->WorldSpaceCenter() ).Length();
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float flToOrigin = ( vecSrc - pEntity->GetAbsOrigin() ).Length();
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flDistanceToEntity = min( flToWorldSpaceCenter, flToOrigin );
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flDistanceToEntity = MIN( flToWorldSpaceCenter, flToOrigin );
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}
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else
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{
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@ -2158,7 +2158,7 @@ void CTFGameRules::SendWinPanelInfo( void )
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vecPlayerScore.Sort( PlayerRoundScoreSortFunc );
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// set the top (up to) 3 players by round score in the event data
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int numPlayers = min( 3, vecPlayerScore.Count() );
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int numPlayers = MIN( 3, vecPlayerScore.Count() );
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for ( int i = 0; i < numPlayers; i++ )
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{
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// only include players who have non-zero points this round; if we get to a player with 0 round points, stop
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@ -2806,7 +2806,7 @@ int CTFGameRules::CalcPlayerScore( RoundStats_t *pRoundStats )
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( pRoundStats->m_iStat[TFSTAT_TELEPORTS] / TF_SCORE_TELEPORTS_PER_POINT ) +
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( pRoundStats->m_iStat[TFSTAT_INVULNS] / TF_SCORE_INVULN ) +
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( pRoundStats->m_iStat[TFSTAT_REVENGE] / TF_SCORE_REVENGE );
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return max( iScore, 0 );
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return MAX( iScore, 0 );
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}
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//-----------------------------------------------------------------------------
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@ -518,7 +518,7 @@ void CTFPlayerShared::ConditionGameRulesThink( void )
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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
|
||||
|
@ -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;
|
||||
|
@ -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 );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
@ -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 );
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user