- replaced MIN/MAX in all non-common code.
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43 changed files with 147 additions and 146 deletions
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@ -1774,7 +1774,7 @@ bool P_SeekerMissile (AActor *actor, double thresh, double turnMax, bool precise
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DAngle pitch = 0.;
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if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
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{ // Need to seek vertically
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double dist = MAX(1., actor->Distance2D(target));
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double dist = max(1., actor->Distance2D(target));
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// Aim at a player's eyes and at the middle of the actor for everything else.
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double aimheight = target->Height/2;
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if (target->player)
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@ -1849,7 +1849,7 @@ double P_XYMovement (AActor *mo, DVector2 scroll)
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// preserve the direction instead of clamping x and y independently.
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double cx = mo->Vel.X == 0 ? 1. : clamp(mo->Vel.X, -maxmove, maxmove) / mo->Vel.X;
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double cy = mo->Vel.Y == 0 ? 1. : clamp(mo->Vel.Y, -maxmove, maxmove) / mo->Vel.Y;
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double fac = MIN(cx, cy);
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double fac = min(cx, cy);
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mo->Vel.X *= fac;
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mo->Vel.Y *= fac;
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@ -2439,7 +2439,7 @@ void P_ZMovement (AActor *mo, double oldfloorz)
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}
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if (mo->Vel.Z < sinkspeed)
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{ // Dropping too fast, so slow down toward sinkspeed.
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mo->Vel.Z -= MAX(sinkspeed*2, -8.);
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mo->Vel.Z -= max(sinkspeed*2, -8.);
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if (mo->Vel.Z > sinkspeed)
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{
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mo->Vel.Z = sinkspeed;
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@ -2447,7 +2447,7 @@ void P_ZMovement (AActor *mo, double oldfloorz)
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}
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else if (mo->Vel.Z > sinkspeed)
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{ // Dropping too slow/going up, so trend toward sinkspeed.
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mo->Vel.Z = startvelz + MAX(sinkspeed/3, -8.);
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mo->Vel.Z = startvelz + max(sinkspeed/3, -8.);
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if (mo->Vel.Z < sinkspeed)
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{
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mo->Vel.Z = sinkspeed;
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@ -6693,7 +6693,7 @@ AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassAct
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th->VelFromAngle();
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double dist = source->DistanceBySpeed(dest, MAX(1., th->Speed));
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double dist = source->DistanceBySpeed(dest, max(1., th->Speed));
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th->Vel.Z = (dest->Z() - source->Z()) / dist;
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if (th->flags4 & MF4_SPECTRAL)
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