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

This commit is contained in:
Scott Ehlert committed 2011-04-28 01:29:54 -05:00
1 parent d529bf38f5
commit 85773fe42c
300 files changed
+1041 -1084

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+9 -9
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@@ -254,7 +254,7 @@ bool CAI_BaseActor::StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene,
Blink();
// don't blink for duration, or next random blink time
float flDuration = (event->GetEndTime() - scene->GetTime());
m_flBlinktime = gpGlobals->curtime + max( flDuration, random->RandomFloat( 1.5, 4.5 ) );
m_flBlinktime = gpGlobals->curtime + MAX( flDuration, random->RandomFloat( 1.5, 4.5 ) );
}
else if (stricmp( event->GetParameters(), "AI_HOLSTER") == 0)
{
@@ -422,8 +422,8 @@ bool CAI_BaseActor::ProcessSceneEvent( CSceneEventInfo *info, CChoreoScene *scen
{
dir = 1;
}
flSpineYaw = min( diff, 30 );
flBodyYaw = min( diff - flSpineYaw, 30 );
flSpineYaw = MIN( diff, 30 );
flBodyYaw = MIN( diff - flSpineYaw, 30 );
m_goalSpineYaw = m_goalSpineYaw * (1.0 - intensity) + intensity * flSpineYaw * dir;
m_goalBodyYaw = m_goalBodyYaw * (1.0 - intensity) + intensity * flBodyYaw * dir;
@@ -465,15 +465,15 @@ bool CAI_BaseActor::ProcessSceneEvent( CSceneEventInfo *info, CChoreoScene *scen
}
// calc how much to use the spine for turning
float spineintensity = (1.0 - max( 0.0, (intensity - 0.5) / 0.5 ));
float spineintensity = (1.0 - MAX( 0.0, (intensity - 0.5) / 0.5 ));
// force spine to full if not in scene or locked
if (!bInScene || event->IsLockBodyFacing() )
{
spineintensity = 1.0;
}
flSpineYaw = min( diff * spineintensity, 30 );
flBodyYaw = min( diff * spineintensity - flSpineYaw, 30 );
flSpineYaw = MIN( diff * spineintensity, 30 );
flBodyYaw = MIN( diff * spineintensity - flSpineYaw, 30 );
info->m_flFacingYaw = info->m_flInitialYaw + (diff - flBodyYaw - flSpineYaw) * dir;
if (!event->IsLockBodyFacing())
@@ -490,7 +490,7 @@ bool CAI_BaseActor::ProcessSceneEvent( CSceneEventInfo *info, CChoreoScene *scen
{
// keep eyes not blinking for duration
float flDuration = (event->GetEndTime() - scene->GetTime());
m_flBlinktime = max( m_flBlinktime, gpGlobals->curtime + flDuration );
m_flBlinktime = MAX( m_flBlinktime, gpGlobals->curtime + flDuration );
}
return true;
case SCENE_AI_HOLSTER:
@@ -522,7 +522,7 @@ bool CAI_BaseActor::ProcessSceneEvent( CSceneEventInfo *info, CChoreoScene *scen
{
float flDuration = (event->GetEndTime() - scene->GetTime());
int i = m_syntheticLookQueue.Count() - 1;
m_syntheticLookQueue[i].m_flEndTime = min( m_syntheticLookQueue[i].m_flEndTime, gpGlobals->curtime + flDuration );
m_syntheticLookQueue[i].m_flEndTime = MIN( m_syntheticLookQueue[i].m_flEndTime, gpGlobals->curtime + flDuration );
m_syntheticLookQueue[i].m_flInterest = 0.1;
}
}
@@ -1603,7 +1603,7 @@ void CAI_BaseActor::MaintainLookTargets( float flInterval )
// no target, decay all head control direction
m_goalHeadDirection = m_goalHeadDirection * 0.8 + vHead * 0.2;
m_goalHeadInfluence = max( m_goalHeadInfluence - 0.2, 0 );
m_goalHeadInfluence = MAX( m_goalHeadInfluence - 0.2, 0 );
VectorNormalize( m_goalHeadDirection );
UpdateHeadControl( vEyePosition + m_goalHeadDirection * 100, m_goalHeadInfluence );