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https://github.com/nillerusr/source-engine.git
synced 2026-08-08 01:39:36 +00:00
Replace 1e24 with 1e16 to avoid float overflow
This commit is contained in:
@@ -150,8 +150,8 @@ C_SteamJet::C_SteamJet()
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m_bFaceLeft = false;
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m_ParticleEffect.SetAlwaysSimulate( false ); // Don't simulate outside the PVS or frustum.
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m_vLastRampUpdatePos.Init( 1e24, 1e24, 1e24 );
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m_vLastRampUpdateAngles.Init( 1e24, 1e24, 1e24 );
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m_vLastRampUpdatePos.Init( 1e16, 1e16, 1e16 );
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m_vLastRampUpdateAngles.Init( 1e16, 1e16, 1e16 );
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}
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@@ -125,8 +125,8 @@ inline CParticleRenderIterator::CParticleRenderIterator()
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m_bGotFirst = false;
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m_flPrevZ = 0;
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m_nParticlesInCurrentBatch = 0;
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m_MinZ = 1e24;
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m_MaxZ = -1e24;
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m_MinZ = 1e16;
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m_MaxZ = -1e16;
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m_nZCoords = 0;
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}
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@@ -173,7 +173,7 @@ void CMCVMinimapPanel::OnMousePressed( vgui::MouseCode code )
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// Find the closest MCV to their mouse press.
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int iClosest = -1;
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float flClosest = 1e24;
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float flClosest = 1e16;
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Vector2D curMousePos( m_LastX, m_LastY );
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for ( int i=0; i < pPanel->m_DeployedTeleportStations.Count(); i++ )
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@@ -79,7 +79,7 @@ IPhysicsObject *PhysModelCreateCustom( C_BaseEntity *pEntity, const CPhysCollide
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solid_t solid;
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solid.params = g_PhysDefaultObjectParams;
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solid.params.mass = 85.0f;
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solid.params.inertia = 1e24f;
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solid.params.inertia = 1e16f;
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int surfaceProp = -1;
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if ( props && props[0] )
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{
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@@ -8014,7 +8014,7 @@ void CBasePlayer::SetupVPhysicsShadow( const Vector &vecAbsOrigin, const Vector
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Q_strncpy( solid.surfaceprop, "player", sizeof(solid.surfaceprop) );
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solid.params = g_PhysDefaultObjectParams;
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solid.params.mass = 85.0f;
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solid.params.inertia = 1e24f;
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solid.params.inertia = 1e16f;
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solid.params.enableCollisions = false;
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//disable drag
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solid.params.dragCoefficient = 0;
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@@ -74,7 +74,7 @@ bool COrderHeal::CreateOrder( CPlayerClass *pClass )
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ORDER_HEAL,
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pTeam->GetPlayer( sorted[0] ),
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pClass->GetPlayer(),
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1e24,
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1e16,
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60,
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pOrder );
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@@ -157,7 +157,7 @@ bool OrderCreator_ResourceZoneObject(
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ORDER_BUILD,
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pClosest,
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pPlayer,
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1e24,
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1e16,
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60,
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pOrder
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);
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@@ -95,7 +95,7 @@ bool COrderKillMortarGuy::CreateOrder( CPlayerClass *pClass )
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ORDER_KILL,
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pBrian,
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pClass->GetPlayer(),
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1e24,
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1e16,
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60,
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pOrder
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);
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@@ -61,7 +61,7 @@ bool COrderMortarAttack::CreateOrder( CPlayerClass *pClass )
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ORDER_MORTAR_ATTACK,
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pEnt,
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pPlayer,
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1e24,
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1e16,
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40,
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pOrder
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);
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@@ -91,7 +91,7 @@ bool COrderRepair::CreateOrder_RepairFriendlyObjects( CPlayerClassDefender *pCla
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ORDER_REPAIR,
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pObjToHeal,
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pPlayer,
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1e24,
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1e16,
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60,
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pOrder
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);
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@@ -130,7 +130,7 @@ bool COrderRepair::CreateOrder_RepairOwnObjects( CPlayerClass *pClass )
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ORDER_REPAIR,
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pObj,
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info.m_pPlayer,
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1e24,
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1e16,
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60,
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pOrder
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);
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@@ -177,7 +177,7 @@ void CObjectBarbedWire::StartPlacement( CBaseTFPlayer *pPlayer )
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if ( pPlayer && !m_hConnectedTo )
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{
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// Automatically connect to the nearest barbed wire on our team.
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float flClosest = 1e24;
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float flClosest = 1e16;
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CObjectBarbedWire *pClosest = NULL;
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CBaseEntity *pCur = gEntList.FirstEnt();
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@@ -1041,7 +1041,7 @@ void CPlayerClass::InitVCollision( void )
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solid_t solid;
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solid.params = g_PhysDefaultObjectParams;
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solid.params.mass = 85.0f;
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solid.params.inertia = 1e24f;
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solid.params.inertia = 1e16f;
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solid.params.enableCollisions = false;
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//disable drag
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solid.params.dragCoefficient = 0;
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@@ -145,7 +145,7 @@ public:
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int iOrderType,
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CBaseEntity *pTarget,
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CBaseTFPlayer *pPlayer = NULL,
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float flDistanceToRemove = 1e24,
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float flDistanceToRemove = 1e16,
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float flLifetime = 60,
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COrder *pDefaultOrder = NULL // If this is specified, then it is used instead of
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// asking COrder to allocate an order.
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@@ -478,7 +478,7 @@ void PhysGetDefaultAABBSolid( solid_t &solid )
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{
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solid.params = g_PhysDefaultObjectParams;
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solid.params.mass = 85.0f;
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solid.params.inertia = 1e24f;
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solid.params.inertia = 1e16f;
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Q_strncpy( solid.surfaceprop, "default", sizeof( solid.surfaceprop ) );
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}
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