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Fixed conflict between min/max macros and std::min/max when using GCC >= 4.2.

This commit is contained in:
Scott Ehlert
2011-04-28 01:29:22 -05:00
parent 88dd2ac536
commit 7f4855ae1f
265 changed files with 904 additions and 945 deletions

View File

@ -622,7 +622,7 @@ void C_RopeKeyframe::CPhysicsDelegate::ApplyConstraints( CSimplePhysics::CNode *
AngleVectors( angles, &forward );
int parity = 1;
int nFalloffNodes = min( 2, nNodes - 2 );
int nFalloffNodes = MIN( 2, nNodes - 2 );
LockNodeDirection( pNodes, parity, nFalloffNodes, g_flLockAmount, g_flLockFalloff, forward );
}
}
@ -636,7 +636,7 @@ void C_RopeKeyframe::CPhysicsDelegate::ApplyConstraints( CSimplePhysics::CNode *
AngleVectors( angles, &forward );
int parity = -1;
int nFalloffNodes = min( 2, nNodes - 2 );
int nFalloffNodes = MIN( 2, nNodes - 2 );
LockNodeDirection( &pNodes[nNodes-1], parity, nFalloffNodes, g_flLockAmount, g_flLockFalloff, forward );
}
}
@ -1242,7 +1242,7 @@ void C_RopeKeyframe::BuildRope( RopeSegData_t *pSegmentData )
// Right here, we need to specify a width that will be 1 pixel larger in screen space.
float zCoord = CurrentViewForward().Dot( pSegmentData->m_Segments[iSegment].m_vPos - CurrentViewOrigin() );
zCoord = max( zCoord, 0.1f );
zCoord = MAX( zCoord, 0.1f );
float flScreenSpaceWidth = m_Width * flHalfScreenWidth / zCoord;
if ( flScreenSpaceWidth < flMinScreenSpaceWidth )
@ -1270,7 +1270,7 @@ void C_RopeKeyframe::BuildRope( RopeSegData_t *pSegmentData )
}
else
{
pSegmentData->m_flMaxBackWidth = max( pSegmentData->m_flMaxBackWidth, pSegmentData->m_BackWidths[iSegment] );
pSegmentData->m_flMaxBackWidth = MAX( pSegmentData->m_flMaxBackWidth, pSegmentData->m_BackWidths[iSegment] );
}
}
@ -1472,12 +1472,12 @@ void C_RopeKeyframe::CalcLightValues()
for ( int iSide=0; iSide < 6; iSide++ )
{
float flLen = boxColors[iSide].Length();
flMaxIntensity = max( flMaxIntensity, flLen );
flMaxIntensity = MAX( flMaxIntensity, flLen );
}
VectorNormalize( m_LightValues[i] );
m_LightValues[i] *= flMaxIntensity;
float flMax = max( m_LightValues[i].x, max( m_LightValues[i].y, m_LightValues[i].z ) );
float flMax = MAX( m_LightValues[i].x, MAX( m_LightValues[i].y, m_LightValues[i].z ) );
if ( flMax > 1 )
m_LightValues[i] /= flMax;
}