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Fixed conflict between min/max macros and std::min/max when using GCC >= 4.2.
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@ -619,7 +619,7 @@ CProp_Portal* CBaseCombatCharacter::FInViewConeThroughPortal( const Vector &vecS
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float flDot = DotProduct( los, facingDir );
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// Use the tougher FOV of either the standard FOV or FOV clipped to the portal hole
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if ( flDot > max( fFOVThroughPortal, m_flFieldOfView ) )
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if ( flDot > MAX( fFOVThroughPortal, m_flFieldOfView ) )
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{
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float fActualDist = ptEyePosition.DistToSqr( vTranslatedVecSpot );
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if( fActualDist < fDistToBeat )
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@ -2862,7 +2862,7 @@ int CBaseCombatCharacter::GiveAmmo( int iCount, int iAmmoIndex, bool bSuppressSo
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return 0;
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int iMax = GetAmmoDef()->MaxCarry(iAmmoIndex);
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int iAdd = min( iCount, iMax - m_iAmmo[iAmmoIndex] );
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int iAdd = MIN( iCount, iMax - m_iAmmo[iAmmoIndex] );
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if ( iAdd < 1 )
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return 0;
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@ -3072,7 +3072,7 @@ void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, float flRa
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{
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// Even the tiniest explosion gets attention. Don't let the radius
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// be less than 128 units.
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float soundRadius = max( 128.0f, flRadius * 1.5 );
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float soundRadius = MAX( 128.0f, flRadius * 1.5 );
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CSoundEnt::InsertSound( SOUND_COMBAT | SOUND_CONTEXT_EXPLOSION, vecSrc, (int)soundRadius, 0.25, info.GetInflictor() );
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}
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