diff --git a/dlls/items.cpp b/dlls/items.cpp index fb855365..b80016a6 100644 --- a/dlls/items.cpp +++ b/dlls/items.cpp @@ -219,7 +219,7 @@ class CItemArmorVest : public CItem ( pPlayer->pev->weapons & ( 1 << WEAPON_SUIT ) ) ) { pPlayer->pev->armorvalue += 60; - pPlayer->pev->armorvalue = min( pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY ); + pPlayer->pev->armorvalue = Q_min( pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY ); EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM ); @@ -253,7 +253,7 @@ class CItemHelmet : public CItem ( pPlayer->pev->weapons & ( 1 << WEAPON_SUIT ) ) ) { pPlayer->pev->armorvalue += 40; - pPlayer->pev->armorvalue = min( pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY ); + pPlayer->pev->armorvalue = Q_min( pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY ); EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM ); diff --git a/dlls/triggers.cpp b/dlls/triggers.cpp index 06e67cfe..de3929c5 100644 --- a/dlls/triggers.cpp +++ b/dlls/triggers.cpp @@ -2053,9 +2053,9 @@ void CTriggerPlayerFreeze::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, U pActivator = CBaseEntity::Instance( g_engfuncs.pfnPEntityOfEntIndex( 1 ) ); if( pActivator->pev->flags & FL_FROZEN ) - ( (CBasePlayer *)( pActivator )->EnableControl( TRUE ); + ( (CBasePlayer*)( pActivator ) )->EnableControl( TRUE ); else - ( (CBasePlayer *)( pActivator )->EnableControl( FALSE ); + ( (CBasePlayer*)( pActivator ) )->EnableControl( FALSE ); }; // this is a really bad idea.