Try to build with mingw

This commit is contained in:
Filip Gawin 2020-04-19 18:34:08 +02:00
parent 0f07a323c9
commit 370c4e48cd
90 changed files with 1107 additions and 1051 deletions

View file

@ -388,7 +388,7 @@ CClouds::RenderBackground(int16 topred, int16 topgreen, int16 topblue,
ms_colourBottom.b = topblue;
ms_colourBottom.a = alpha;
botpos = min(SCREEN_HEIGHT, topedge);
botpos = Min(SCREEN_HEIGHT, topedge);
CSprite2d::DrawRect(CRect(0, 0, SCREEN_WIDTH, botpos),
ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop);
}
@ -415,18 +415,18 @@ CClouds::RenderHorizon(void)
if(ms_horizonZ > SCREEN_HEIGHT)
return;
float z1 = min(ms_horizonZ + SMALLSTRIPHEIGHT, SCREEN_HEIGHT);
float z1 = Min(ms_horizonZ + SMALLSTRIPHEIGHT, SCREEN_HEIGHT);
CSprite2d::DrawRectXLU(CRect(0, ms_horizonZ, SCREEN_WIDTH, z1),
ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop);
// This is just weird
float a = SCREEN_HEIGHT/400.0f * HORIZSTRIPHEIGHT +
SCREEN_HEIGHT/300.0f * max(TheCamera.GetPosition().z, 0.0f);
SCREEN_HEIGHT/300.0f * Max(TheCamera.GetPosition().z, 0.0f);
float b = TheCamera.GetUp().z < 0.0f ?
SCREEN_HEIGHT :
SCREEN_HEIGHT * Abs(TheCamera.GetRight().z);
float z2 = z1 + (a + b)*TheCamera.LODDistMultiplier;
z2 = min(z2, SCREEN_HEIGHT);
z2 = Min(z2, SCREEN_HEIGHT);
CSprite2d::DrawRect(CRect(0, z1, SCREEN_WIDTH, z2),
ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop);
}

View file

@ -106,7 +106,7 @@ CCoronas::Update(void)
int i;
static int LastCamLook = 0;
LightsMult = min(LightsMult + 0.03f * CTimer::GetTimeStep(), 1.0f);
LightsMult = Min(LightsMult + 0.03f * CTimer::GetTimeStep(), 1.0f);
int CamLook = 0;
if(TheCamera.Cams[TheCamera.ActiveCam].LookingLeft) CamLook |= 1;
@ -118,7 +118,7 @@ CCoronas::Update(void)
if(LastCamLook != CamLook)
bChangeBrightnessImmediately = 3;
else
bChangeBrightnessImmediately = max(bChangeBrightnessImmediately-1, 0);
bChangeBrightnessImmediately = Max(bChangeBrightnessImmediately-1, 0);
LastCamLook = CamLook;
for(i = 0; i < NUMCORONAS; i++)
@ -305,7 +305,7 @@ CCoronas::Render(void)
// render corona itself
if(aCoronas[i].texture){
float fogscale = CWeather::Foggyness*min(spriteCoors.z, 40.0f)/40.0f + 1.0f;
float fogscale = CWeather::Foggyness*Min(spriteCoors.z, 40.0f)/40.0f + 1.0f;
if(CCoronas::aCoronas[i].id == SUN_CORE)
spriteCoors.z = 0.95f * RwCameraGetFarClipPlane(Scene.camera);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(aCoronas[i].texture));
@ -316,7 +316,7 @@ CCoronas::Render(void)
float f = 1.0f - aCoronas[i].someAngle*2.0f/PI;
float wscale = 6.0f*sq(sq(sq(f))) + 0.5f;
float hscale = 0.35f - (wscale - 0.5f) * 0.06f;
hscale = max(hscale, 0.15f);
hscale = Max(hscale, 0.15f);
CSprite::RenderOneXLUSprite(spriteCoors.x, spriteCoors.y, spriteCoors.z,
spritew * aCoronas[i].size * wscale,
@ -466,7 +466,7 @@ CCoronas::RenderReflections(void)
float spritew, spriteh;
if(CSprite::CalcScreenCoors(coors, spriteCoors, &spritew, &spriteh, true)){
float drawDist = 0.75f * aCoronas[i].drawDist;
drawDist = min(drawDist, 50.0f);
drawDist = Min(drawDist, 50.0f);
if(spriteCoors.z < drawDist){
float fadeDistance = drawDist / 2.0f;
float distanceFade = spriteCoors.z < fadeDistance ? 1.0f : 1.0f - (spriteCoors.z - fadeDistance)/fadeDistance;
@ -545,25 +545,25 @@ CRegisteredCorona::Update(void)
(CCoronas::SunBlockedByClouds && id == CCoronas::SUN_CORONA ||
!CWorld::GetIsLineOfSightClear(coors, TheCamera.GetPosition(), true, false, false, false, false, false))){
// Corona is blocked, fade out
fadeAlpha = max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f);
fadeAlpha = Max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f);
}else if(offScreen){
// Same when off screen
fadeAlpha = max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f);
fadeAlpha = Max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f);
}else{
// Visible
if(alpha > fadeAlpha){
// fade in
fadeAlpha = min(fadeAlpha + 15.0f*CTimer::GetTimeStep(), alpha);
fadeAlpha = Min(fadeAlpha + 15.0f*CTimer::GetTimeStep(), alpha);
if(CCoronas::bChangeBrightnessImmediately)
fadeAlpha = alpha;
}else if(alpha < fadeAlpha){
// too visible, decrease alpha but not below alpha
fadeAlpha = max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), alpha);
fadeAlpha = Max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), alpha);
}
// darken scene when the sun is visible
if(id == CCoronas::SUN_CORONA)
CCoronas::LightsMult = max(CCoronas::LightsMult - CTimer::GetTimeStep()*0.06f, 0.6f);
CCoronas::LightsMult = Max(CCoronas::LightsMult - CTimer::GetTimeStep()*0.06f, 0.6f);
}
// remove if invisible

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@ -6,7 +6,7 @@
#include "General.h"
#include "AudioScriptObject.h"
#include "World.h"
#include "TimeCycle.h"
#include "Timecycle.h"
#include "Particle.h"
#include "Camera.h"
#include "RenderBuffer.h"
@ -617,12 +617,12 @@ CGlass::WindowRespondsToCollision(CEntity *entity, float amount, CVector speed,
CVector c = object->GetMatrix() * col->vertices[2];
CVector d = object->GetMatrix() * col->vertices[3];
float minx = min(min(a.x, b.x), min(c.x, d.x));
float maxx = max(max(a.x, b.x), max(c.x, d.x));
float miny = min(min(a.y, b.y), min(c.y, d.y));
float maxy = max(max(a.y, b.y), max(c.y, d.y));
float minz = min(min(a.z, b.z), min(c.z, d.z));
float maxz = max(max(a.z, b.z), max(c.z, d.z));
float minx = Min(Min(a.x, b.x), Min(c.x, d.x));
float maxx = Max(Max(a.x, b.x), Max(c.x, d.x));
float miny = Min(Min(a.y, b.y), Min(c.y, d.y));
float maxy = Max(Max(a.y, b.y), Max(c.y, d.y));
float minz = Min(Min(a.z, b.z), Min(c.z, d.z));
float maxz = Max(Max(a.z, b.z), Max(c.z, d.z));
if ( amount > 300.0f )

View file

@ -136,7 +136,7 @@ void CHud::Draw()
if (DrawCrossHair || DrawCrossHairPC) {
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR);
SpriteBrightness = min(SpriteBrightness+1, 30);
SpriteBrightness = Min(SpriteBrightness+1, 30);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
@ -715,7 +715,7 @@ void CHud::Draw()
} else {
int counter = atoi(CUserDisplay::OnscnTimer.m_sEntries[0].m_bCounterBuffer);
#ifdef FIX_BUGS
counter = min(counter, 100);
counter = Min(counter, 100);
#endif
CSprite2d::DrawRect(CRect(SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET) - SCREEN_SCALE_X(100.0f) / 2 + SCREEN_SCALE_X(4.0f), SCREEN_SCALE_Y(132.0f) + SCREEN_SCALE_Y(8.0f), SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET) + SCREEN_SCALE_X(4.0f), SCREEN_SCALE_Y(132.0f) + SCREEN_SCALE_Y(11.0f) + SCREEN_SCALE_Y(8.0f)), CRGBA(0, 106, 164, 80));
CSprite2d::DrawRect(CRect(SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET) - SCREEN_SCALE_X(100.0f) / 2 + SCREEN_SCALE_X(4.0f), SCREEN_SCALE_Y(132.0f) + SCREEN_SCALE_Y(8.0f), SCREEN_SCALE_X(counter) / 2.0f + SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET + 50.0f) + SCREEN_SCALE_X(4.0f), SCREEN_SCALE_Y(132.0f) + SCREEN_SCALE_Y(11.0f) + SCREEN_SCALE_Y(8.0f)), CRGBA(0, 106, 164, 255));
@ -1206,7 +1206,7 @@ void CHud::DrawAfterFade()
OddJob2On = 2;
}
else {
fStep = min(40.0f, OddJob2XOffset / 6.0f);
fStep = Min(40.0f, OddJob2XOffset / 6.0f);
OddJob2XOffset = OddJob2XOffset - fStep;
}
break;
@ -1217,7 +1217,7 @@ void CHud::DrawAfterFade()
}
break;
case 3:
fStep = max(30.0f, OddJob2XOffset / 5.0f);
fStep = Max(30.0f, OddJob2XOffset / 5.0f);
OddJob2XOffset = OddJob2XOffset - fStep;

View file

@ -91,7 +91,7 @@ void cParticleSystemMgr::LoadParticleData()
break;
case CFG_PARAM_INITIAL_COLOR_VARIATION:
entry->m_InitialColorVariation = min(atoi(value), 100);
entry->m_InitialColorVariation = Min(atoi(value), 100);
break;
case CFG_PARAM_FADE_DESTINATION_COLOR_R:

View file

@ -1,82 +1,8 @@
#pragma once
class CParticle;
#include "ParticleType.h"
enum tParticleType
{
PARTICLE_SPARK = 0,
PARTICLE_SPARK_SMALL,
PARTICLE_WHEEL_DIRT,
PARTICLE_WHEEL_WATER,
PARTICLE_BLOOD,
PARTICLE_BLOOD_SMALL,
PARTICLE_BLOOD_SPURT,
PARTICLE_DEBRIS,
PARTICLE_DEBRIS2,
PARTICLE_WATER,
PARTICLE_FLAME,
PARTICLE_FIREBALL,
PARTICLE_GUNFLASH,
PARTICLE_GUNFLASH_NOANIM,
PARTICLE_GUNSMOKE,
PARTICLE_GUNSMOKE2,
PARTICLE_SMOKE,
PARTICLE_SMOKE_SLOWMOTION,
PARTICLE_GARAGEPAINT_SPRAY,
PARTICLE_SHARD,
PARTICLE_SPLASH,
PARTICLE_CARFLAME,
PARTICLE_STEAM,
PARTICLE_STEAM2,
PARTICLE_STEAM_NY,
PARTICLE_STEAM_NY_SLOWMOTION,
PARTICLE_ENGINE_STEAM,
PARTICLE_RAINDROP,
PARTICLE_RAINDROP_SMALL,
PARTICLE_RAIN_SPLASH,
PARTICLE_RAIN_SPLASH_BIGGROW,
PARTICLE_RAIN_SPLASHUP,
PARTICLE_WATERSPRAY,
PARTICLE_EXPLOSION_MEDIUM,
PARTICLE_EXPLOSION_LARGE,
PARTICLE_EXPLOSION_MFAST,
PARTICLE_EXPLOSION_LFAST,
PARTICLE_CAR_SPLASH,
PARTICLE_BOAT_SPLASH,
PARTICLE_BOAT_THRUSTJET,
PARTICLE_BOAT_WAKE,
PARTICLE_WATER_HYDRANT,
PARTICLE_WATER_CANNON,
PARTICLE_EXTINGUISH_STEAM,
PARTICLE_PED_SPLASH,
PARTICLE_PEDFOOT_DUST,
PARTICLE_HELI_DUST,
PARTICLE_HELI_ATTACK,
PARTICLE_ENGINE_SMOKE,
PARTICLE_ENGINE_SMOKE2,
PARTICLE_CARFLAME_SMOKE,
PARTICLE_FIREBALL_SMOKE,
PARTICLE_PAINT_SMOKE,
PARTICLE_TREE_LEAVES,
PARTICLE_CARCOLLISION_DUST,
PARTICLE_CAR_DEBRIS,
PARTICLE_HELI_DEBRIS,
PARTICLE_EXHAUST_FUMES,
PARTICLE_RUBBER_SMOKE,
PARTICLE_BURNINGRUBBER_SMOKE,
PARTICLE_BULLETHIT_SMOKE,
PARTICLE_GUNSHELL_FIRST,
PARTICLE_GUNSHELL,
PARTICLE_GUNSHELL_BUMP1,
PARTICLE_GUNSHELL_BUMP2,
PARTICLE_TEST,
PARTICLE_BIRD_FRONT,
PARTICLE_RAINDROP_2D,
MAX_PARTICLES,
PARTICLE_FIRST = PARTICLE_SPARK,
PARTICLE_LAST = PARTICLE_RAINDROP_2D
};
class CParticle;
enum
{

77
src/render/ParticleType.h Normal file
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@ -0,0 +1,77 @@
#pragma once
enum tParticleType
{
PARTICLE_SPARK = 0,
PARTICLE_SPARK_SMALL,
PARTICLE_WHEEL_DIRT,
PARTICLE_WHEEL_WATER,
PARTICLE_BLOOD,
PARTICLE_BLOOD_SMALL,
PARTICLE_BLOOD_SPURT,
PARTICLE_DEBRIS,
PARTICLE_DEBRIS2,
PARTICLE_WATER,
PARTICLE_FLAME,
PARTICLE_FIREBALL,
PARTICLE_GUNFLASH,
PARTICLE_GUNFLASH_NOANIM,
PARTICLE_GUNSMOKE,
PARTICLE_GUNSMOKE2,
PARTICLE_SMOKE,
PARTICLE_SMOKE_SLOWMOTION,
PARTICLE_GARAGEPAINT_SPRAY,
PARTICLE_SHARD,
PARTICLE_SPLASH,
PARTICLE_CARFLAME,
PARTICLE_STEAM,
PARTICLE_STEAM2,
PARTICLE_STEAM_NY,
PARTICLE_STEAM_NY_SLOWMOTION,
PARTICLE_ENGINE_STEAM,
PARTICLE_RAINDROP,
PARTICLE_RAINDROP_SMALL,
PARTICLE_RAIN_SPLASH,
PARTICLE_RAIN_SPLASH_BIGGROW,
PARTICLE_RAIN_SPLASHUP,
PARTICLE_WATERSPRAY,
PARTICLE_EXPLOSION_MEDIUM,
PARTICLE_EXPLOSION_LARGE,
PARTICLE_EXPLOSION_MFAST,
PARTICLE_EXPLOSION_LFAST,
PARTICLE_CAR_SPLASH,
PARTICLE_BOAT_SPLASH,
PARTICLE_BOAT_THRUSTJET,
PARTICLE_BOAT_WAKE,
PARTICLE_WATER_HYDRANT,
PARTICLE_WATER_CANNON,
PARTICLE_EXTINGUISH_STEAM,
PARTICLE_PED_SPLASH,
PARTICLE_PEDFOOT_DUST,
PARTICLE_HELI_DUST,
PARTICLE_HELI_ATTACK,
PARTICLE_ENGINE_SMOKE,
PARTICLE_ENGINE_SMOKE2,
PARTICLE_CARFLAME_SMOKE,
PARTICLE_FIREBALL_SMOKE,
PARTICLE_PAINT_SMOKE,
PARTICLE_TREE_LEAVES,
PARTICLE_CARCOLLISION_DUST,
PARTICLE_CAR_DEBRIS,
PARTICLE_HELI_DEBRIS,
PARTICLE_EXHAUST_FUMES,
PARTICLE_RUBBER_SMOKE,
PARTICLE_BURNINGRUBBER_SMOKE,
PARTICLE_BULLETHIT_SMOKE,
PARTICLE_GUNSHELL_FIRST,
PARTICLE_GUNSHELL,
PARTICLE_GUNSHELL_BUMP1,
PARTICLE_GUNSHELL_BUMP2,
PARTICLE_TEST,
PARTICLE_BIRD_FRONT,
PARTICLE_RAINDROP_2D,
MAX_PARTICLES,
PARTICLE_FIRST = PARTICLE_SPARK,
PARTICLE_LAST = PARTICLE_RAINDROP_2D
};

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@ -98,7 +98,7 @@ CPointLights::GenerateLightsAffectingObject(CVector *objCoors)
if(aLights[i].type == LIGHT_DIRECTIONAL){
float dot = -DotProduct(dir, aLights[i].dir);
intensity *= max((dot-0.5f)*2.0f, 0.0f);
intensity *= Max((dot-0.5f)*2.0f, 0.0f);
}
if(intensity > 0.0f)

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@ -217,9 +217,9 @@ CRubbish::Update(void)
// FRAMETIME
if(bRubbishInvisible)
RubbishVisibility = max(RubbishVisibility-5, 0);
RubbishVisibility = Max(RubbishVisibility-5, 0);
else
RubbishVisibility = min(RubbishVisibility+5, 255);
RubbishVisibility = Min(RubbishVisibility+5, 255);
// Spawn a new sheet
COneSheet *sheet = StartEmptyList.m_next;

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@ -719,10 +719,10 @@ CShadows::RenderStoredShadows(void)
float fStartY = shadowPos.y - fHeight;
float fEndY = shadowPos.y + fHeight;
int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0);
int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);
int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0);
int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0);
int32 nEndX = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);
CWorld::AdvanceCurrentScanCode();
@ -865,10 +865,10 @@ CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID)
float fStartY = shadowPos.y - fHeight;
float fEndY = shadowPos.y + fHeight;
int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0);
int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);
int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0);
int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0);
int32 nEndX = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);
CWorld::AdvanceCurrentScanCode();
@ -1008,11 +1008,11 @@ CShadows::CastShadowEntity(CEntity *pEntity, float fStartX, float fStartY, floa
Points[3].x = (fLengthRight - fFrontRight) - fSideRight;
Points[3].y = (fLengthForward - fFrontForward) - fSideForward;
float MinX = min(min(Points[0].x, Points[1].x), min(Points[2].x, Points[3].x));
float MaxX = max(max(Points[0].x, Points[1].x), max(Points[2].x, Points[3].x));
float MinX = Min(Min(Points[0].x, Points[1].x), Min(Points[2].x, Points[3].x));
float MaxX = Max(Max(Points[0].x, Points[1].x), Max(Points[2].x, Points[3].x));
float MinY = min(min(Points[0].y, Points[1].y), min(Points[2].y, Points[3].y));
float MaxY = max(max(Points[0].y, Points[1].y), max(Points[2].y, Points[3].y));
float MinY = Min(Min(Points[0].y, Points[1].y), Min(Points[2].y, Points[3].y));
float MaxY = Max(Max(Points[0].y, Points[1].y), Max(Points[2].y, Points[3].y));
float MaxZ = pPosn->z - pEntity->GetPosition().z;
float MinZ = MaxZ - fZDistance;
@ -1763,7 +1763,7 @@ CShadows::RenderIndicatorShadow(uint32 nID, uint8 ShadowType, RwTexture *pTextur
{
ASSERT(pPosn != NULL);
C3dMarkers::PlaceMarkerSet(nID, _TODOCONST(4), *pPosn, max(fFrontX, -fSideY),
C3dMarkers::PlaceMarkerSet(nID, _TODOCONST(4), *pPosn, Max(fFrontX, -fSideY),
0, 128, 255, 128,
2048, 0.2f, 0);
}

View file

@ -290,7 +290,7 @@ CTimeCycle::Update(void)
TheCamera.SetMotionBlur(m_fCurrentBlurRed, m_fCurrentBlurGreen, m_fCurrentBlurBlue, m_fCurrentBlurAlpha, MBLUR_NORMAL);
if(m_FogReduction != 0)
m_fCurrentFarClip = max(m_fCurrentFarClip, m_FogReduction/64.0f * 650.0f);
m_fCurrentFarClip = Max(m_fCurrentFarClip, m_FogReduction/64.0f * 650.0f);
m_nCurrentFogColourRed = (m_nCurrentSkyTopRed + 2*m_nCurrentSkyBottomRed) / 3;
m_nCurrentFogColourGreen = (m_nCurrentSkyTopGreen + 2*m_nCurrentSkyBottomGreen) / 3;
m_nCurrentFogColourBlue = (m_nCurrentSkyTopBlue + 2*m_nCurrentSkyBottomBlue) / 3;
@ -311,7 +311,7 @@ CTimeCycle::Update(void)
if(TheCamera.GetForward().z < -0.9f ||
!CWeather::bScriptsForceRain && (CCullZones::PlayerNoRain() || CCullZones::CamNoRain() || CCutsceneMgr::IsRunning()))
m_FogReduction = min(m_FogReduction+1, 64);
m_FogReduction = Min(m_FogReduction+1, 64);
else
m_FogReduction = max(m_FogReduction-1, 0);
m_FogReduction = Max(m_FogReduction-1, 0);
}

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@ -195,14 +195,14 @@ void CWaterCannon::PushPeds(void)
{
if ( m_abUsed[i] )
{
minx = min(minx, m_avecPos[i].x);
maxx = max(maxx, m_avecPos[i].x);
minx = Min(minx, m_avecPos[i].x);
maxx = Max(maxx, m_avecPos[i].x);
miny = min(miny, m_avecPos[i].y);
maxy = max(maxy, m_avecPos[i].y);
miny = Min(miny, m_avecPos[i].y);
maxy = Max(maxy, m_avecPos[i].y);
minz = min(minz, m_avecPos[i].z);
maxz = max(maxz, m_avecPos[i].z);
minz = Min(minz, m_avecPos[i].z);
maxz = Max(maxz, m_avecPos[i].z);
}
}

View file

@ -979,7 +979,7 @@ CWaterLevel::RenderOneWavySector(float fX, float fY, float fZ, RwRGBA const &col
SMALL_SECTOR_SIZE / 2,
apBoatList) )
{
float fWakeColor = fAdd1 - max(255.0f - float(color.blue + color.red + color.green) / 3, fAdd2);
float fWakeColor = fAdd1 - Max(255.0f - float(color.blue + color.red + color.green) / 3, fAdd2);
RpGeometry *wavyGeometry = RpAtomicGetGeometry(ms_pWavyAtomic);
RpGeometry *geom = apGeomArray[nGeomUsed++];
@ -1035,9 +1035,9 @@ CWaterLevel::RenderOneWavySector(float fX, float fY, float fZ, RwRGBA const &col
RwRGBAAssign(&wakeColor, &color);
wakeColor.red = min(color.red + int32(fWakeColor * fRedMult * fDistMult), 255);
wakeColor.green = min(color.green + int32(fWakeColor * fGreenMult * fDistMult), 255);
wakeColor.blue = min(color.blue + int32(fWakeColor * fBlueMult * fDistMult), 255);
wakeColor.red = Min(color.red + int32(fWakeColor * fRedMult * fDistMult), 255);
wakeColor.green = Min(color.green + int32(fWakeColor * fGreenMult * fDistMult), 255);
wakeColor.blue = Min(color.blue + int32(fWakeColor * fBlueMult * fDistMult), 255);
RwRGBAAssign(&geomPreLights[9*i+j], &wakeColor);
@ -1114,7 +1114,7 @@ CWaterLevel::CalcDistanceToWater(float fX, float fY)
fSectorY + SMALL_SECTOR_SIZE - fY
);
fDistSqr = min(vecDist.MagnitudeSqr(), fDistSqr);
fDistSqr = Min(vecDist.MagnitudeSqr(), fDistSqr);
}
}
}

View file

@ -163,7 +163,7 @@ void CWeather::Update(void)
else {
// 0.125 probability
LightningBurst = false;
LightningDuration = min(CTimer::GetFrameCounter() - LightningStart, 20);
LightningDuration = Min(CTimer::GetFrameCounter() - LightningStart, 20);
LightningFlash = false;
WhenToPlayLightningSound = CTimer::GetTimeInMilliseconds() + 150 * (20 - LightningDuration);
}
@ -219,9 +219,9 @@ void CWeather::Update(void)
fNewRain = 0.0f;
if (Rain != fNewRain) { // ok to use comparasion
if (Rain < fNewRain)
Rain = min(fNewRain, Rain + RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
Rain = Min(fNewRain, Rain + RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
else
Rain = max(fNewRain, Rain - RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
Rain = Max(fNewRain, Rain - RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
}
// Clouds