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mirror of https://github.com/alliedmodders/hl2sdk.git synced 2025-09-19 20:16:10 +08:00

Fix conflicts with std::swap.

This commit is contained in:
David Anderson
2020-05-18 17:44:36 -07:00
parent c15467c9c3
commit 968ec84e34
26 changed files with 57 additions and 57 deletions

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@ -943,7 +943,7 @@ static unsigned char ComputeDistanceFade( C_BaseEntity *pEntity, float flMinDist
if( flMinDist > flMaxDist )
{
swap( flMinDist, flMaxDist );
V_swap( flMinDist, flMaxDist );
}
// If a negative value is provided for the min fade distance, then base it off the max.

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@ -1722,8 +1722,8 @@ void CClientLeafSystem::SortEntities( const Vector &vecRenderOrigin, const Vecto
{
if( dists[i] > dists[i+stepSize] )
{
swap( pEntities[i], pEntities[i+stepSize] );
swap( dists[i], dists[i+stepSize] );
V_swap( pEntities[i], pEntities[i+stepSize] );
V_swap( dists[i], dists[i+stepSize] );
if( i == 0 )
{

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@ -1138,7 +1138,7 @@ void CVisibleShadowList::PrioritySort()
flLargestArea = m_ShadowsInView[nIndex].m_flArea;
}
}
swap( m_PriorityIndex[i], m_PriorityIndex[nLargestInd] );
V_swap( m_PriorityIndex[i], m_PriorityIndex[nLargestInd] );
}
}

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@ -1613,7 +1613,7 @@ void CDetailObjectSystem::UnserializeDetailSprites( CUtlBuffer& buf )
buf.Get( &m_DetailSpriteDict[i], sizeof(DetailSpriteDictLump_t) );
int flipi = m_DetailSpriteDictFlipped.AddToTail();
m_DetailSpriteDictFlipped[flipi] = m_DetailSpriteDict[i];
swap( m_DetailSpriteDictFlipped[flipi].m_TexUL.x, m_DetailSpriteDictFlipped[flipi].m_TexLR.x );
V_swap( m_DetailSpriteDictFlipped[flipi].m_TexUL.x, m_DetailSpriteDictFlipped[flipi].m_TexLR.x );
}
}

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@ -821,7 +821,7 @@ void CNPC_Advisor::RunTask( const Task_t *pTask )
// swap them if necessary (1 must be the bottom)
if (m_levitateCallback.m_vecGoalPos1.z > m_levitateCallback.m_vecGoalPos2.z)
{
swap(m_levitateCallback.m_vecGoalPos1,m_levitateCallback.m_vecGoalPos2);
V_swap(m_levitateCallback.m_vecGoalPos1,m_levitateCallback.m_vecGoalPos2);
}
m_levitateCallback.m_flFloat = 0.06f; // this is an absolute accumulation upon gravity

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@ -1626,13 +1626,13 @@ void CPropJeepEpisodic::InputOutsideTransition( inputdata_t &inputdata )
VectorRotate( vecSurroundMaxs, vecTeleportAngles, vecMaxs );
if ( vecMaxs.x < vecMins.x )
swap( vecMins.x, vecMaxs.x );
V_swap( vecMins.x, vecMaxs.x );
if ( vecMaxs.y < vecMins.y )
swap( vecMins.y, vecMaxs.y );
V_swap( vecMins.y, vecMaxs.y );
if ( vecMaxs.z < vecMins.z )
swap( vecMins.z, vecMaxs.z );
V_swap( vecMins.z, vecMaxs.z );
// Move up
vecTeleportPos.z += ( vecMaxs.z - vecMins.z );

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@ -536,7 +536,7 @@ bool CFilterEnemy::PassesProximityFilter( CBaseEntity *pCaller, CBaseEntity *pEn
float flSmallerRadius = m_flRadius;
if ( flSmallerRadius > flLargerRadius )
{
swap( flLargerRadius, flSmallerRadius );
V_swap( flLargerRadius, flSmallerRadius );
}
float flDist;

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@ -1843,7 +1843,7 @@ void CNPC_AttackHelicopter::ShootAtPlayer( const Vector &vBasePos, const Vector
for ( i = 0; i < nActualTargets; ++i )
{
int nSwap = random->RandomInt( 0, nActualTargets - 1 );
swap( ppNearbyTargets[i], ppNearbyTargets[nSwap] );
V_swap( ppNearbyTargets[i], ppNearbyTargets[nSwap] );
}
// Just shoot where we're facing
@ -2120,7 +2120,7 @@ void CNPC_AttackHelicopter::ShootAtVehicle( const Vector &vBasePos, const Vector
for ( i = 0; i < nActualTargets; ++i )
{
int nSwap = random->RandomInt( 0, nActualTargets - 1 );
swap( ppNearbyTargets[i], ppNearbyTargets[nSwap] );
V_swap( ppNearbyTargets[i], ppNearbyTargets[nSwap] );
}
// Just shoot where we're facing

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@ -355,7 +355,7 @@ void CNPC_CombineCamera::Spawn()
if (m_nOuterRadius < m_nInnerRadius)
{
swap(m_nOuterRadius, m_nInnerRadius);
V_swap(m_nOuterRadius, m_nInnerRadius);
}
// Do we start active?
@ -1117,17 +1117,17 @@ void CNPC_CombineCamera::SetHeight(float height)
if (mins.x > maxs.x)
{
swap(mins.x, maxs.x);
V_swap(mins.x, maxs.x);
}
if (mins.y > maxs.y)
{
swap(mins.y, maxs.y);
V_swap(mins.y, maxs.y);
}
if (mins.z > maxs.z)
{
swap(mins.z, maxs.z);
V_swap(mins.z, maxs.z);
}
SetCollisionBounds(mins, maxs);

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@ -1093,17 +1093,17 @@ void CNPC_CeilingTurret::SetHeight( float height )
if ( mins.x > maxs.x )
{
swap( mins.x, maxs.x );
V_swap( mins.x, maxs.x );
}
if ( mins.y > maxs.y )
{
swap( mins.y, maxs.y );
V_swap( mins.y, maxs.y );
}
if ( mins.z > maxs.z )
{
swap( mins.z, maxs.z );
V_swap( mins.z, maxs.z );
}
SetCollisionBounds( mins, maxs );

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@ -562,7 +562,7 @@ void CHLTVDirector::CreateShotFromEvent( CGameEvent *event )
// if we show ineye view, show it more likely from killer
if ( RandomFloat(0,1) > (bInEye?0.3f:0.7f) )
{
swap( attacker, victim );
V_swap( attacker, victim );
}
// hurting a victim is shown as chase more often

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@ -1280,7 +1280,7 @@ IPhysicsConstraint *CPhysSlideConstraint::CreateConstraint( IPhysicsConstraintGr
sliding.limitMax = DotProduct( axisDirection, m_axisEnd );
if ( sliding.limitMax < sliding.limitMin )
{
swap( sliding.limitMin, sliding.limitMax );
V_swap( sliding.limitMin, sliding.limitMax );
}
// expand limits to make initial position of the attached object valid

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@ -4789,7 +4789,7 @@ void CPropDoorRotating::Spawn()
// that the model already be set.
if ( IsHingeOnLeft() )
{
swap( m_angRotationOpenForward, m_angRotationOpenBack );
V_swap( m_angRotationOpenForward, m_angRotationOpenBack );
}
// Figure out our volumes of movement as this door opens

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@ -637,7 +637,7 @@ bool CGameRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
if ( collisionGroup0 > collisionGroup1 )
{
// swap so that lowest is always first
swap(collisionGroup0,collisionGroup1);
V_swap(collisionGroup0,collisionGroup1);
}
#ifndef HL2MP

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@ -866,7 +866,7 @@ bool CHL2MPRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
if ( collisionGroup0 > collisionGroup1 )
{
// swap so that lowest is always first
swap(collisionGroup0,collisionGroup1);
V_swap(collisionGroup0,collisionGroup1);
}
if ( (collisionGroup0 == COLLISION_GROUP_PLAYER || collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT) &&

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@ -295,7 +295,7 @@ bool CSDKGameRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
if ( collisionGroup0 > collisionGroup1 )
{
// swap so that lowest is always first
swap(collisionGroup0,collisionGroup1);
V_swap(collisionGroup0,collisionGroup1);
}
//Don't stand on COLLISION_GROUP_WEAPON