mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-01-27 15:14:21 +00:00
min->Q_min, max->Q_max.
This commit is contained in:
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e7989d438a
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@ -151,7 +151,7 @@ BOOL CBasePlayerWeapon::DefaultReload( int iClipSize, int iAnim, float fDelay, i
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
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return FALSE;
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int j = min( iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] );
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int j = Q_min( iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] );
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if( j == 0 )
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return FALSE;
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@ -804,13 +804,13 @@ BOOL CApache::FireGun()
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angles.x = angles.x + 360;
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if( angles.x > m_angGun.x )
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m_angGun.x = min( angles.x, m_angGun.x + 12 );
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m_angGun.x = Q_min( angles.x, m_angGun.x + 12 );
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if( angles.x < m_angGun.x )
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m_angGun.x = max( angles.x, m_angGun.x - 12 );
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m_angGun.x = Q_max( angles.x, m_angGun.x - 12 );
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if( angles.y > m_angGun.y )
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m_angGun.y = min( angles.y, m_angGun.y + 12 );
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m_angGun.y = Q_min( angles.y, m_angGun.y + 12 );
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if( angles.y < m_angGun.y )
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m_angGun.y = max( angles.y, m_angGun.y - 12 );
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m_angGun.y = Q_max( angles.y, m_angGun.y - 12 );
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m_angGun.y = SetBoneController( 0, m_angGun.y );
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m_angGun.x = SetBoneController( 1, m_angGun.x );
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@ -1656,12 +1656,12 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
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item->m_iId = II.iId;
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item->m_iClip = gun->m_iClip;
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item->m_flTimeWeaponIdle = max( gun->m_flTimeWeaponIdle, -0.001 );
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item->m_flNextPrimaryAttack = max( gun->m_flNextPrimaryAttack, -0.001 );
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item->m_flNextSecondaryAttack = max( gun->m_flNextSecondaryAttack, -0.001 );
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item->m_flTimeWeaponIdle = Q_max( gun->m_flTimeWeaponIdle, -0.001 );
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item->m_flNextPrimaryAttack = Q_max( gun->m_flNextPrimaryAttack, -0.001 );
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item->m_flNextSecondaryAttack = Q_max( gun->m_flNextSecondaryAttack, -0.001 );
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item->m_fInReload = gun->m_fInReload;
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item->m_fInSpecialReload = gun->m_fInSpecialReload;
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item->fuser1 = max( gun->pev->fuser1, -0.001 );
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item->fuser1 = Q_max( gun->pev->fuser1, -0.001 );
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item->fuser2 = gun->m_flStartThrow;
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item->fuser3 = gun->m_flReleaseThrow;
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item->iuser1 = gun->m_chargeReady;
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@ -727,7 +727,7 @@ void CGib::BounceGibTouch( CBaseEntity *pOther )
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float volume;
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float zvel = fabs( pev->velocity.z );
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volume = 0.8 * min( 1.0, ( (float)zvel ) / 450.0 );
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volume = 0.8 * Q_min( 1.0, ( (float)zvel ) / 450.0 );
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CBreakable::MaterialSoundRandom( edict(), (Materials)m_material, volume );
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}
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@ -280,12 +280,12 @@ void CBeam::RelinkBeam( void )
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{
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const Vector &startPos = GetStartPos(), &endPos = GetEndPos();
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pev->mins.x = min( startPos.x, endPos.x );
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pev->mins.y = min( startPos.y, endPos.y );
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pev->mins.z = min( startPos.z, endPos.z );
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pev->maxs.x = max( startPos.x, endPos.x );
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pev->maxs.y = max( startPos.y, endPos.y );
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pev->maxs.z = max( startPos.z, endPos.z );
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pev->mins.x = Q_min( startPos.x, endPos.x );
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pev->mins.y = Q_min( startPos.y, endPos.y );
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pev->mins.z = Q_min( startPos.z, endPos.z );
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pev->maxs.x = Q_max( startPos.x, endPos.x );
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pev->maxs.y = Q_max( startPos.y, endPos.y );
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pev->maxs.z = Q_max( startPos.z, endPos.z );
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pev->mins = pev->mins - pev->origin;
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pev->maxs = pev->maxs - pev->origin;
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@ -88,11 +88,11 @@ typedef float vec_t; // needed before including progdefs.h
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// Shared header between the client DLL and the game DLLs
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#include "cdll_dll.h"
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#ifndef min
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#define min(a,b) (((a) < (b)) ? (a) : (b))
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#ifndef Q_min
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#define Q_min(a,b) (((a) < (b)) ? (a) : (b))
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#endif
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#ifndef max
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#define max(a,b) (((a) > (b)) ? (a) : (b))
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#ifndef Q_max
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#define Q_max(a,b) (((a) > (b)) ? (a) : (b))
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#endif
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#endif //EXTDLL_H
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@ -699,12 +699,12 @@ void CHAssassin::RunAI( void )
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EMIT_SOUND( ENT( pev ), CHAN_BODY, "debris/beamstart1.wav", 0.2, ATTN_NORM );
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}
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pev->renderamt = max( pev->renderamt - 50, m_iTargetRanderamt );
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pev->renderamt = Q_max( pev->renderamt - 50, m_iTargetRanderamt );
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pev->rendermode = kRenderTransTexture;
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}
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else if( pev->renderamt < m_iTargetRanderamt )
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{
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pev->renderamt = min( pev->renderamt + 50, m_iTargetRanderamt );
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pev->renderamt = Q_min( pev->renderamt + 50, m_iTargetRanderamt );
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if( pev->renderamt == 255 )
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pev->rendermode = kRenderNormal;
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}
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@ -227,7 +227,7 @@ class CItemBattery : public CItem
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char szcharge[64];
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pPlayer->pev->armorvalue += gSkillData.batteryCapacity;
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pPlayer->pev->armorvalue = min( pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY );
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pPlayer->pev->armorvalue = Q_min( pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY );
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EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM );
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@ -768,7 +768,7 @@ void CGamePlayerEquip::KeyValue( KeyValueData *pkvd )
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m_weaponNames[i] = ALLOC_STRING( tmp );
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m_weaponCount[i] = atoi( pkvd->szValue );
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m_weaponCount[i] = max( 1, m_weaponCount[i] );
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m_weaponCount[i] = Q_max( 1, m_weaponCount[i] );
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pkvd->fHandled = TRUE;
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break;
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}
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@ -1959,7 +1959,7 @@ void CBaseMonster::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, f
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while( flTotal > 0.001 )
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{
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// don't walk more than 16 units or stairs stop working
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flStep = min( 16.0, flTotal );
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flStep = Q_min( 16.0, flTotal );
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UTIL_MoveToOrigin( ENT( pev ), m_Route[m_iRouteIndex].vecLocation, flStep, MOVE_NORMAL );
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flTotal -= flStep;
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}
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@ -1368,15 +1368,15 @@ int ReloadMapCycleFile( const char *filename, mapcycle_t *cycle )
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if( s && s[0] )
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{
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item->minplayers = atoi( s );
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item->minplayers = max( item->minplayers, 0 );
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item->minplayers = min( item->minplayers, gpGlobals->maxClients );
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item->minplayers = Q_max( item->minplayers, 0 );
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item->minplayers = Q_min( item->minplayers, gpGlobals->maxClients );
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}
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s = g_engfuncs.pfnInfoKeyValue( szBuffer, "maxplayers" );
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if( s && s[0] )
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{
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item->maxplayers = atoi( s );
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item->maxplayers = max( item->maxplayers, 0 );
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item->maxplayers = min( item->maxplayers, gpGlobals->maxClients );
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item->maxplayers = Q_max( item->maxplayers, 0 );
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item->maxplayers = Q_min( item->maxplayers, gpGlobals->maxClients );
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}
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// Remove keys
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@ -478,7 +478,7 @@ void CNihilanth::DyingThink( void )
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{
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if( m_pBall->pev->renderamt > 0 )
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{
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m_pBall->pev->renderamt = max( 0, m_pBall->pev->renderamt - 2 );
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m_pBall->pev->renderamt = Q_max( 0, m_pBall->pev->renderamt - 2 );
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}
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else
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{
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@ -895,7 +895,7 @@ void CNihilanth::HuntThink( void )
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}
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else
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{
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m_flAdj = min( m_flAdj + 10, 1000 );
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m_flAdj = Q_min( m_flAdj + 10, 1000 );
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}
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}
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@ -793,12 +793,12 @@ void inline CalcBounds( int &Lower, int &Upper, int Goal, int Best )
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int Temp = 2 * Goal - Best;
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if( Best > Goal )
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{
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Lower = max( 0, Temp );
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Lower = Q_max( 0, Temp );
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Upper = Best;
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}
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else
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{
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Upper = min( 255, Temp );
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Upper = Q_min( 255, Temp );
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Lower = Best;
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}
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}
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@ -962,7 +962,7 @@ int CGraph::FindNearestNode( const Vector &vecOrigin, int afNodeTypes )
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}
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}
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for( i = max( m_minY, halfY + 1 ); i <= m_maxY; i++ )
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for( i = Q_max( m_minY, halfY + 1 ); i <= m_maxY; i++ )
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{
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for( j = m_RangeStart[1][i]; j <= m_RangeEnd[1][i]; j++ )
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{
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@ -987,7 +987,7 @@ int CGraph::FindNearestNode( const Vector &vecOrigin, int afNodeTypes )
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}
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}
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for( i = min( m_maxZ, halfZ ); i >= m_minZ; i-- )
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for( i = Q_min( m_maxZ, halfZ ); i >= m_minZ; i-- )
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{
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for( j = m_RangeStart[2][i]; j <= m_RangeEnd[2][i]; j++ )
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{
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@ -1012,7 +1012,7 @@ int CGraph::FindNearestNode( const Vector &vecOrigin, int afNodeTypes )
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}
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}
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for( i = max( m_minX, halfX + 1 ); i <= m_maxX; i++ )
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for( i = Q_max( m_minX, halfX + 1 ); i <= m_maxX; i++ )
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{
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for( j = m_RangeStart[0][i]; j <= m_RangeEnd[0][i]; j++ )
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{
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@ -1034,7 +1034,7 @@ int CGraph::FindNearestNode( const Vector &vecOrigin, int afNodeTypes )
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}
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}
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for( i = min( m_maxY, halfY ); i >= m_minY; i-- )
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for( i = Q_min( m_maxY, halfY ); i >= m_minY; i-- )
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{
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for( j = m_RangeStart[1][i]; j <= m_RangeEnd[1][i]; j++ )
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{
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@ -1055,7 +1055,7 @@ int CGraph::FindNearestNode( const Vector &vecOrigin, int afNodeTypes )
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}
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}
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for( i = max( m_minZ, halfZ + 1 ); i <= m_maxZ; i++ )
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for( i = Q_max( m_minZ, halfZ + 1 ); i <= m_maxZ; i++ )
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{
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for( j = m_RangeStart[2][i]; j <= m_RangeEnd[2][i]; j++ )
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{
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@ -2049,7 +2049,7 @@ void CBasePlayer::CheckTimeBasedDamage()
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// after the player has been drowning and finally takes a breath
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if( m_idrowndmg > m_idrownrestored )
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{
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int idif = min( m_idrowndmg - m_idrownrestored, 10 );
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int idif = Q_min( m_idrowndmg - m_idrownrestored, 10 );
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TakeHealth( idif, DMG_GENERIC );
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m_idrownrestored += idif;
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@ -2606,23 +2606,23 @@ pt_end:
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if( gun && gun->UseDecrement() )
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{
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gun->m_flNextPrimaryAttack = max( gun->m_flNextPrimaryAttack - gpGlobals->frametime, -1.0 );
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gun->m_flNextSecondaryAttack = max( gun->m_flNextSecondaryAttack - gpGlobals->frametime, -0.001 );
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gun->m_flNextPrimaryAttack = Q_max( gun->m_flNextPrimaryAttack - gpGlobals->frametime, -1.0 );
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gun->m_flNextSecondaryAttack = Q_max( gun->m_flNextSecondaryAttack - gpGlobals->frametime, -0.001 );
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if( gun->m_flTimeWeaponIdle != 1000 )
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{
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gun->m_flTimeWeaponIdle = max( gun->m_flTimeWeaponIdle - gpGlobals->frametime, -0.001 );
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gun->m_flTimeWeaponIdle = Q_max( gun->m_flTimeWeaponIdle - gpGlobals->frametime, -0.001 );
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}
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if( gun->pev->fuser1 != 1000 )
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{
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gun->pev->fuser1 = max( gun->pev->fuser1 - gpGlobals->frametime, -0.001 );
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gun->pev->fuser1 = Q_max( gun->pev->fuser1 - gpGlobals->frametime, -0.001 );
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}
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// Only decrement if not flagged as NO_DECREMENT
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/*if( gun->m_flPumpTime != 1000 )
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{
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gun->m_flPumpTime = max( gun->m_flPumpTime - gpGlobals->frametime, -0.001 );
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gun->m_flPumpTime = Q_max( gun->m_flPumpTime - gpGlobals->frametime, -0.001 );
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}*/
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}
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@ -3705,7 +3705,7 @@ int CBasePlayer::GiveAmmo( int iCount, const char *szName, int iMax )
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if( i < 0 || i >= MAX_AMMO_SLOTS )
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return -1;
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int iAdd = min( iCount, iMax - m_rgAmmo[i] );
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int iAdd = Q_min( iCount, iMax - m_rgAmmo[i] );
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if( iAdd < 1 )
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return i;
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@ -3826,7 +3826,7 @@ void CBasePlayer::SendAmmoUpdate( void )
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// send "Ammo" update message
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MESSAGE_BEGIN( MSG_ONE, gmsgAmmoX, NULL, pev );
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WRITE_BYTE( i );
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WRITE_BYTE( max( min( m_rgAmmo[i], 254 ), 0 ) ); // clamp the value to one byte
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WRITE_BYTE( Q_max( Q_min( m_rgAmmo[i], 254 ), 0 ) ); // clamp the value to one byte
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MESSAGE_END();
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}
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}
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@ -1567,7 +1567,7 @@ void TEXTURETYPE_Init()
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continue;
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// null-terminate name and save in sentences array
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j = min( j, CBTEXTURENAMEMAX - 1 + i );
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j = Q_min( j, CBTEXTURENAMEMAX - 1 + i );
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buffer[j] = 0;
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strcpy( &( grgszTextureName[gcTextures++][0] ), &( buffer[i] ) );
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}
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@ -403,11 +403,11 @@ void CTalkMonster::StartTask( Task_t *pTask )
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if( yaw < 0 )
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{
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pev->ideal_yaw = min( yaw + 45, 0 ) + pev->angles.y;
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pev->ideal_yaw = Q_min( yaw + 45, 0 ) + pev->angles.y;
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}
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else
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{
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pev->ideal_yaw = max( yaw - 45, 0 ) + pev->angles.y;
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pev->ideal_yaw = Q_max( yaw - 45, 0 ) + pev->angles.y;
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}
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}
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TaskComplete();
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@ -454,7 +454,7 @@ void CBaseTurret::EyeOff()
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{
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if( m_eyeBrightness > 0 )
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{
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m_eyeBrightness = max( 0, m_eyeBrightness - 30 );
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m_eyeBrightness = Q_max( 0, m_eyeBrightness - 30 );
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m_pEyeGlow->SetBrightness( m_eyeBrightness );
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}
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}
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@ -1112,7 +1112,7 @@ void UTIL_BloodStream( const Vector &origin, const Vector &direction, int color,
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WRITE_COORD( direction.y );
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WRITE_COORD( direction.z );
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WRITE_BYTE( color );
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WRITE_BYTE( min( amount, 255 ) );
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WRITE_BYTE( Q_min( amount, 255 ) );
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MESSAGE_END();
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}
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@ -1144,7 +1144,7 @@ void UTIL_BloodDrips( const Vector &origin, const Vector &direction, int color,
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WRITE_SHORT( g_sModelIndexBloodSpray ); // initial sprite model
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WRITE_SHORT( g_sModelIndexBloodDrop ); // droplet sprite models
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WRITE_BYTE( color ); // color index into host_basepal
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WRITE_BYTE( min( max( 3, amount / 10 ), 16 ) ); // size
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WRITE_BYTE( Q_min( Q_max( 3, amount / 10 ), 16 ) ); // size
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MESSAGE_END();
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}
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@ -607,7 +607,7 @@ void CBasePlayerWeapon::ItemPostFrame( void )
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if( ( m_fInReload ) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) )
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{
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// complete the reload.
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int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
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int j = Q_min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
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// Add them to the clip
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m_iClip += j;
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@ -850,7 +850,7 @@ BOOL CBasePlayerWeapon::AddPrimaryAmmo( int iCount, char *szName, int iMaxClip,
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else if( m_iClip == 0 )
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{
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int i;
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i = min( m_iClip + iCount, iMaxClip ) - m_iClip;
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i = Q_min( m_iClip + iCount, iMaxClip ) - m_iClip;
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m_iClip += i;
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iIdAmmo = m_pPlayer->GiveAmmo( iCount - i, szName, iMaxCarry );
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}
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@ -964,7 +964,7 @@ BOOL CBasePlayerWeapon::DefaultReload( int iClipSize, int iAnim, float fDelay, i
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
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return FALSE;
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||||
int j = min( iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] );
|
||||
int j = Q_min( iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] );
|
||||
|
||||
if( j == 0 )
|
||||
return FALSE;
|
||||
@ -1428,7 +1428,7 @@ int CWeaponBox::GiveAmmo( int iCount, const char *szName, int iMax, int *pIndex/
|
||||
if( pIndex )
|
||||
*pIndex = i;
|
||||
|
||||
int iAdd = min( iCount, iMax - m_rgAmmo[i] );
|
||||
int iAdd = Q_min( iCount, iMax - m_rgAmmo[i] );
|
||||
if( iCount == 0 || iAdd > 0 )
|
||||
{
|
||||
m_rgAmmo[i] += iAdd;
|
||||
|
Loading…
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Reference in New Issue
Block a user