mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-22 09:09:15 +01:00
rename clamp macro to Clamp to fix compilation with g++11
This commit is contained in:
parent
cc235be3aa
commit
cb3b3855b8
@ -1220,7 +1220,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
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CurrentPretendGear = 1;
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}
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if (CReplay::IsPlayingBack())
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accelerateState = 255.f * clamp(automobile->m_fGasPedal, 0.0f, 1.0f);
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accelerateState = 255.f * Clamp(automobile->m_fGasPedal, 0.0f, 1.0f);
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else
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accelerateState = Pads[0].GetAccelerate();
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@ -1229,7 +1229,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
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velocityChange = params.m_fVelocityChange;
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relativeVelocityChange = 2.0f * velocityChange / transmission->fMaxVelocity;
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accelerationMultipler = clamp(relativeVelocityChange, 0.0f, 1.0f);
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accelerationMultipler = Clamp(relativeVelocityChange, 0.0f, 1.0f);
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gasPedalAudio = accelerationMultipler;
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currentGear = params.m_pVehicle->m_nCurrentGear;
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@ -321,7 +321,7 @@ cAudioManager::Get3DProviderName(uint8 id) const
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if (!m_bIsInitialised)
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return nil;
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#ifdef AUDIO_OAL
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id = clamp(id, 0, SampleManager.GetNum3DProvidersAvailable() - 1);
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id = Clamp(id, 0, SampleManager.GetNum3DProvidersAvailable() - 1);
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#else
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// We don't want that either since it will crash the game, but skipping for now
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if (id >= SampleManager.GetNum3DProvidersAvailable())
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@ -134,7 +134,7 @@ public:
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else
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StepIndex--;
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StepIndex = clamp(StepIndex, 0, 88);
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StepIndex = Clamp(StepIndex, 0, 88);
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int delta = step >> 3;
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if (adpcm & 1) delta += step >> 2;
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@ -143,7 +143,7 @@ public:
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if (adpcm & 8) delta = -delta;
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int newSample = Sample + delta;
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Sample = clamp(newSample, -32768, 32767);
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Sample = Clamp(newSample, -32768, 32767);
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return Sample;
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}
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};
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@ -596,7 +596,7 @@ public:
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static short quantize(double sample)
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{
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int a = int(sample + 0.5);
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return short(clamp(a, -32768, 32767));
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return short(Clamp(a, -32768, 32767));
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}
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void Decode(void* _inbuf, int16* _outbuf, size_t size)
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@ -1086,10 +1086,10 @@ void CStream::SetVolume(uint32 nVol)
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void CStream::SetPan(uint8 nPan)
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{
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m_nPan = clamp((int8)nPan - 63, 0, 63);
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m_nPan = Clamp((int8)nPan - 63, 0, 63);
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SetPosition(0, (m_nPan - 63) / 64.0f, 0.0f, Sqrt(1.0f - SQR((m_nPan - 63) / 64.0f)));
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m_nPan = clamp((int8)nPan + 64, 64, 127);
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m_nPan = Clamp((int8)nPan + 64, 64, 127);
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SetPosition(1, (m_nPan - 63) / 64.0f, 0.0f, Sqrt(1.0f - SQR((m_nPan - 63) / 64.0f)));
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m_nPan = nPan;
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@ -1624,7 +1624,7 @@ cSampleManager::UpdateReverb(void)
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}
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}
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fRatio = clamp(fRatio, usingEAX3==1 ? 0.0f : 0.30f, 1.0f);
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fRatio = Clamp(fRatio, usingEAX3==1 ? 0.0f : 0.30f, 1.0f);
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if ( fRatio == _fPrevEaxRatioDestination )
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return FALSE;
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@ -348,7 +348,7 @@ int8 cSampleManager::SetCurrent3DProvider(uint8 nProvider)
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{
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int savedprovider = curprovider;
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nProvider = clamp(nProvider, 0, m_nNumberOfProviders - 1);
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nProvider = Clamp(nProvider, 0, m_nNumberOfProviders - 1);
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if ( set_new_provider(nProvider) )
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return curprovider;
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@ -1424,7 +1424,7 @@ bool8 cSampleManager::UpdateReverb(void)
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#undef CALCRATIO
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#undef ZR
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fRatio = clamp(fRatio, usingEAX3==1 ? 0.0f : 0.30f, 1.0f);
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fRatio = Clamp(fRatio, usingEAX3==1 ? 0.0f : 0.30f, 1.0f);
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if ( fRatio == _fPrevEaxRatioDestination )
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return FALSE;
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@ -404,8 +404,8 @@ void CReplay::StorePedAnimation(CPed *ped, CStoredAnimationState *state)
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CAnimBlendAssociation* main = RpAnimBlendClumpGetMainAssociation((RpClump*)ped->m_rwObject, &second, &blend_amount);
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if (main){
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state->animId = main->animId;
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state->time = 255.0f / 4.0f * clamp(main->currentTime, 0.0f, 4.0f);
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state->speed = 255.0f / 3.0f * clamp(main->speed, 0.0f, 3.0f);
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state->time = 255.0f / 4.0f * Clamp(main->currentTime, 0.0f, 4.0f);
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state->speed = 255.0f / 3.0f * Clamp(main->speed, 0.0f, 3.0f);
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}else{
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state->animId = 3;
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state->time = 0;
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@ -413,9 +413,9 @@ void CReplay::StorePedAnimation(CPed *ped, CStoredAnimationState *state)
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}
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if (second) {
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state->secAnimId = second->animId;
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state->secTime = 255.0f / 4.0f * clamp(second->currentTime, 0.0f, 4.0f);
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state->secSpeed = 255.0f / 3.0f * clamp(second->speed, 0.0f, 3.0f);
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state->blendAmount = 255.0f / 2.0f * clamp(blend_amount, 0.0f, 2.0f);
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state->secTime = 255.0f / 4.0f * Clamp(second->currentTime, 0.0f, 4.0f);
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state->secSpeed = 255.0f / 3.0f * Clamp(second->speed, 0.0f, 3.0f);
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state->blendAmount = 255.0f / 2.0f * Clamp(blend_amount, 0.0f, 2.0f);
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}else{
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state->secAnimId = 0;
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state->secTime = 0;
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@ -425,9 +425,9 @@ void CReplay::StorePedAnimation(CPed *ped, CStoredAnimationState *state)
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CAnimBlendAssociation* partial = RpAnimBlendClumpGetMainPartialAssociation((RpClump*)ped->m_rwObject);
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if (partial) {
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state->partAnimId = partial->animId;
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state->partAnimTime = 255.0f / 4.0f * clamp(partial->currentTime, 0.0f, 4.0f);
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state->partAnimSpeed = 255.0f / 3.0f * clamp(partial->speed, 0.0f, 3.0f);
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state->partBlendAmount = 255.0f / 2.0f * clamp(partial->blendAmount, 0.0f, 2.0f);
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state->partAnimTime = 255.0f / 4.0f * Clamp(partial->currentTime, 0.0f, 4.0f);
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state->partAnimSpeed = 255.0f / 3.0f * Clamp(partial->speed, 0.0f, 3.0f);
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state->partBlendAmount = 255.0f / 2.0f * Clamp(partial->blendAmount, 0.0f, 2.0f);
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}else{
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state->partAnimId = 0;
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state->partAnimTime = 0;
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@ -442,11 +442,11 @@ void CReplay::StoreDetailedPedAnimation(CPed *ped, CStoredDetailedAnimationState
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CAnimBlendAssociation* assoc = RpAnimBlendClumpGetMainAssociation_N((RpClump*)ped->m_rwObject, i);
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if (assoc){
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state->aAnimId[i] = assoc->animId;
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state->aCurTime[i] = 255.0f / 4.0f * clamp(assoc->currentTime, 0.0f, 4.0f);
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state->aSpeed[i] = 255.0f / 3.0f * clamp(assoc->speed, 0.0f, 3.0f);
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state->aBlendAmount[i] = 255.0f / 2.0f * clamp(assoc->blendAmount, 0.0f, 2.0f);
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state->aCurTime[i] = 255.0f / 4.0f * Clamp(assoc->currentTime, 0.0f, 4.0f);
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state->aSpeed[i] = 255.0f / 3.0f * Clamp(assoc->speed, 0.0f, 3.0f);
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state->aBlendAmount[i] = 255.0f / 2.0f * Clamp(assoc->blendAmount, 0.0f, 2.0f);
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#ifdef FIX_REPLAY_BUGS
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state->aBlendDelta[i] = 127.0f / 32.0f * clamp(assoc->blendDelta, -16.0f, 16.0f);
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state->aBlendDelta[i] = 127.0f / 32.0f * Clamp(assoc->blendDelta, -16.0f, 16.0f);
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#endif
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state->aFlags[i] = assoc->flags;
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if (assoc->callbackType == CAnimBlendAssociation::CB_FINISH || assoc->callbackType == CAnimBlendAssociation::CB_DELETE) {
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@ -468,11 +468,11 @@ void CReplay::StoreDetailedPedAnimation(CPed *ped, CStoredDetailedAnimationState
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CAnimBlendAssociation* assoc = RpAnimBlendClumpGetMainPartialAssociation_N((RpClump*)ped->m_rwObject, i);
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if (assoc) {
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state->aAnimId2[i] = assoc->animId;
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state->aCurTime2[i] = 255.0f / 4.0f * clamp(assoc->currentTime, 0.0f, 4.0f);
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state->aSpeed2[i] = 255.0f / 3.0f * clamp(assoc->speed, 0.0f, 3.0f);
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state->aBlendAmount2[i] = 255.0f / 2.0f * clamp(assoc->blendAmount, 0.0f, 2.0f);
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state->aCurTime2[i] = 255.0f / 4.0f * Clamp(assoc->currentTime, 0.0f, 4.0f);
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state->aSpeed2[i] = 255.0f / 3.0f * Clamp(assoc->speed, 0.0f, 3.0f);
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state->aBlendAmount2[i] = 255.0f / 2.0f * Clamp(assoc->blendAmount, 0.0f, 2.0f);
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#ifdef FIX_REPLAY_BUGS
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state->aBlendDelta2[i] = 127.0f / 16.0f * clamp(assoc->blendDelta, -16.0f, 16.0f);
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state->aBlendDelta2[i] = 127.0f / 16.0f * Clamp(assoc->blendDelta, -16.0f, 16.0f);
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#endif
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state->aFlags2[i] = assoc->flags;
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if (assoc->callbackType == CAnimBlendAssociation::CB_FINISH || assoc->callbackType == CAnimBlendAssociation::CB_DELETE) {
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@ -735,7 +735,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
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CollectParameters(&m_nIp, 2);
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CPlayerPed* pPlayerPed = CWorld::Players[ScriptParams[0]].m_pPed;
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script_assert(pPlayerPed);
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pPlayerPed->m_fArmour = clamp(pPlayerPed->m_fArmour + ScriptParams[1], 0.0f, 100.0f);
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pPlayerPed->m_fArmour = Clamp(pPlayerPed->m_fArmour + ScriptParams[1], 0.0f, 100.0f);
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return 0;
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}
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case COMMAND_ADD_ARMOUR_TO_CHAR:
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@ -743,7 +743,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
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CollectParameters(&m_nIp, 2);
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CPed* pPed = CPools::GetPedPool()->GetAt(ScriptParams[0]);
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script_assert(pPed);
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pPed->m_fArmour = clamp(pPed->m_fArmour + ScriptParams[1], 0.0f, 100.0f);
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pPed->m_fArmour = Clamp(pPed->m_fArmour + ScriptParams[1], 0.0f, 100.0f);
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return 0;
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}
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case COMMAND_OPEN_GARAGE:
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@ -3482,7 +3482,7 @@ FindSplinePathPositionFloat(float *out, float *spline, uint32 time, uint32 &mark
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}
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}
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float a = ((float)time - (float)MS(spline[marker-4])) / (float)MS(spline[marker] - spline[marker-4]);
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a = clamp(a, 0.0f, 1.0f);
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a = Clamp(a, 0.0f, 1.0f);
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float b = 1.0f - a;
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*out = b*b*b * spline[marker-3] +
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3.0f*a*b*b * spline[marker-1] +
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@ -3520,7 +3520,7 @@ FindSplinePathPositionVector(CVector *out, float *spline, uint32 time, uint32 &m
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}
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float a = ((float)time - (float)MS(spline[marker-10])) / (float)MS(spline[marker] - spline[marker-10]);
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a = clamp(a, 0.0f, 1.0f);
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a = Clamp(a, 0.0f, 1.0f);
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float b = 1.0f - a;
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out->x =
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b*b*b * spline[marker-9] +
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@ -4899,7 +4899,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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// 0.98f: CAR_FOV_FADE_MULT
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FOV = Pow(0.98f, CTimer::GetTimeStep()) * (FOV - DefaultFOV) + DefaultFOV;
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FOV = clamp(FOV, DefaultFOV, DefaultFOV + 30.0f);
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FOV = Clamp(FOV, DefaultFOV, DefaultFOV + 30.0f);
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}
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// WORKAROUND: I still don't know how looking behind works (m_bCamDirectlyInFront is unused in III, they seem to use m_bUseTransitionBeta)
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@ -5021,7 +5021,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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}
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}
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float targetAlpha = Asin(clamp(Front.z, -1.0f, 1.0f)) - zoomModeAlphaOffset;
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float targetAlpha = Asin(Clamp(Front.z, -1.0f, 1.0f)) - zoomModeAlphaOffset;
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if (targetAlpha <= maxAlphaAllowed) {
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if (targetAlpha < -CARCAM_SET[camSetArrPos][14])
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targetAlpha = -CARCAM_SET[camSetArrPos][14];
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@ -661,7 +661,7 @@ CCamera::Process(void)
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// Process Shake
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float shakeStrength = m_fCamShakeForce - 0.28f*(CTimer::GetTimeInMilliseconds()-m_uiCamShakeStart)/1000.0f;
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shakeStrength = clamp(shakeStrength, 0.0f, 2.0f);
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shakeStrength = Clamp(shakeStrength, 0.0f, 2.0f);
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int shakeRand = CGeneral::GetRandomNumber();
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float shakeOffset = shakeStrength*0.1f;
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GetMatrix().GetPosition().x += shakeOffset * ((shakeRand & 0xF) - 7);
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@ -1877,7 +1877,7 @@ CCamera::CamShake(float strength, float x, float y, float z)
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float curForce = mult*(m_fCamShakeForce - (CTimer::GetTimeInMilliseconds() - m_uiCamShakeStart)/1000.0f);
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strength = mult*strength;
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if(clamp(curForce, 0.0f, 2.0f) < strength){
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if(Clamp(curForce, 0.0f, 2.0f) < strength){
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m_fCamShakeForce = strength;
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m_uiCamShakeStart = CTimer::GetTimeInMilliseconds();
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}
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@ -1888,7 +1888,7 @@ void
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CamShakeNoPos(CCamera *cam, float strength)
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{
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float curForce = cam->m_fCamShakeForce - (CTimer::GetTimeInMilliseconds() - cam->m_uiCamShakeStart)/1000.0f;
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if(clamp(curForce, 0.0f, 2.0f) < strength){
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if(Clamp(curForce, 0.0f, 2.0f) < strength){
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cam->m_fCamShakeForce = strength;
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cam->m_uiCamShakeStart = CTimer::GetTimeInMilliseconds();
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}
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@ -3572,7 +3572,7 @@ CCamera::Find3rdPersonCamTargetVector(float dist, CVector pos, CVector &source,
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float
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CCamera::Find3rdPersonQuickAimPitch(void)
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{
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float clampedFrontZ = clamp(Cams[ActiveCam].Front.z, -1.0f, 1.0f);
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float clampedFrontZ = Clamp(Cams[ActiveCam].Front.z, -1.0f, 1.0f);
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float rot = Asin(clampedFrontZ);
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@ -1463,7 +1463,7 @@ CFileLoader::Load2dEffect(const char *line)
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&probability);
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effect->attractor.type = flags;
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#ifdef FIX_BUGS
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effect->attractor.probability = clamp(probability, 0, 255);
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effect->attractor.probability = Clamp(probability, 0, 255);
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#else
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effect->attractor.probability = probability;
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#endif
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@ -899,29 +899,29 @@ CMenuManager::CheckSliderMovement(int value)
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switch (aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_Action) {
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case MENUACTION_BRIGHTNESS:
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m_PrefsBrightness += value * (512/16);
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m_PrefsBrightness = clamp(m_PrefsBrightness, 0, 511);
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m_PrefsBrightness = Clamp(m_PrefsBrightness, 0, 511);
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break;
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case MENUACTION_DRAWDIST:
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if(value > 0)
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m_PrefsLOD += ((1.8f - 0.8f) / 16.0f);
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else
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m_PrefsLOD -= ((1.8f - 0.8f) / 16.0f);
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m_PrefsLOD = clamp(m_PrefsLOD, 0.8f, 1.8f);
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m_PrefsLOD = Clamp(m_PrefsLOD, 0.8f, 1.8f);
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CRenderer::ms_lodDistScale = m_PrefsLOD;
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break;
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case MENUACTION_MUSICVOLUME:
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m_PrefsMusicVolume += value * (128/16);
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m_PrefsMusicVolume = clamp(m_PrefsMusicVolume, 0, 127);
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m_PrefsMusicVolume = Clamp(m_PrefsMusicVolume, 0, 127);
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DMAudio.SetMusicMasterVolume(m_PrefsMusicVolume);
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break;
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case MENUACTION_SFXVOLUME:
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m_PrefsSfxVolume += value * (128/16);
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m_PrefsSfxVolume = clamp(m_PrefsSfxVolume, 0, 127);
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m_PrefsSfxVolume = Clamp(m_PrefsSfxVolume, 0, 127);
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DMAudio.SetEffectsMasterVolume(m_PrefsSfxVolume);
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break;
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case MENUACTION_MOUSESENS:
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TheCamera.m_fMouseAccelHorzntl += value * 1.0f/200.0f/15.0f; // ???
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TheCamera.m_fMouseAccelHorzntl = clamp(TheCamera.m_fMouseAccelHorzntl, 1.0f/3200.0f, 1.0f/200.0f);
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TheCamera.m_fMouseAccelHorzntl = Clamp(TheCamera.m_fMouseAccelHorzntl, 1.0f/3200.0f, 1.0f/200.0f);
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#ifdef FIX_BUGS
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TheCamera.m_fMouseAccelVertical = TheCamera.m_fMouseAccelHorzntl + 0.0005f;
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#else
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@ -4523,7 +4523,7 @@ CMenuManager::ProcessButtonPresses(void)
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break;
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case HOVEROPTION_INCREASE_MUSICVOLUME:
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m_PrefsMusicVolume = m_PrefsMusicVolume + 8;
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m_PrefsMusicVolume = clamp(m_PrefsMusicVolume, 0, 127);
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m_PrefsMusicVolume = Clamp(m_PrefsMusicVolume, 0, 127);
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DMAudio.SetMusicMasterVolume(uchar)(m_PrefsMusicVolume);
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SaveSettings();
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break;
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@ -4562,7 +4562,7 @@ CMenuManager::ProcessButtonPresses(void)
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break;
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case HOVEROPTION_INCREASE_MOUSESENS:
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TheCamera.m_fMouseAccelHorzntl += (1.0f / 3000);
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TheCamera.m_fMouseAccelHorzntl = clamp(TheCamera.m_fMouseAccelHorzntl, 1.0f / 3200, 1.0f / 200);
|
||||
TheCamera.m_fMouseAccelHorzntl = Clamp(TheCamera.m_fMouseAccelHorzntl, 1.0f / 3200, 1.0f / 200);
|
||||
#ifdef FIX_BUGS
|
||||
TheCamera.m_fMouseAccelVertical = TheCamera.m_fMouseAccelHorzntl + 0.0005f;
|
||||
#else
|
||||
@ -4572,7 +4572,7 @@ CMenuManager::ProcessButtonPresses(void)
|
||||
break;
|
||||
case HOVEROPTION_DECREASE_MOUSESENS:
|
||||
TheCamera.m_fMouseAccelHorzntl -= (1.0f / 3000);
|
||||
TheCamera.m_fMouseAccelHorzntl = clamp(TheCamera.m_fMouseAccelHorzntl, 1.0f / 3200, 1.0f / 200);
|
||||
TheCamera.m_fMouseAccelHorzntl = Clamp(TheCamera.m_fMouseAccelHorzntl, 1.0f / 3200, 1.0f / 200);
|
||||
#ifdef FIX_BUGS
|
||||
TheCamera.m_fMouseAccelVertical = TheCamera.m_fMouseAccelHorzntl + 0.0005f;
|
||||
#else
|
||||
@ -5388,14 +5388,14 @@ CMenuManager::ProcessButtonPresses(void)
|
||||
case MENUACTION_AUDIOHW:
|
||||
if (m_nPrefsAudio3DProviderIndex != -1) {
|
||||
m_nPrefsAudio3DProviderIndex += changeValueBy;
|
||||
m_nPrefsAudio3DProviderIndex = clamp(m_nPrefsAudio3DProviderIndex, 0, DMAudio.GetNum3DProvidersAvailable() - 1);
|
||||
m_nPrefsAudio3DProviderIndex = Clamp(m_nPrefsAudio3DProviderIndex, 0, DMAudio.GetNum3DProvidersAvailable() - 1);
|
||||
}
|
||||
DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_NAVIGATION, 0);
|
||||
break;
|
||||
case MENUACTION_SPEAKERCONF:
|
||||
if (m_nPrefsAudio3DProviderIndex != -1) {
|
||||
m_PrefsSpeakers -= changeValueBy;
|
||||
m_PrefsSpeakers = clamp(m_PrefsSpeakers, 0, 2);
|
||||
m_PrefsSpeakers = Clamp(m_PrefsSpeakers, 0, 2);
|
||||
DMAudio.SetSpeakerConfig(m_PrefsSpeakers);
|
||||
SaveSettings();
|
||||
DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_SETTING_CHANGE, 0);
|
||||
|
@ -1388,7 +1388,7 @@ CMenuManager::DrawFrontEndNormal(void)
|
||||
if ((m_nStartPauseTimer - CTimer::GetTimeInMillisecondsPauseMode()) <= 1600)
|
||||
alpha = float(m_nStartPauseTimer - CTimer::GetTimeInMillisecondsPauseMode()) / 400.0f;
|
||||
|
||||
m_someAlpha = 255 - clamp(alpha, 0.0f, 1.0f) * 255.0f;
|
||||
m_someAlpha = 255 - Clamp(alpha, 0.0f, 1.0f) * 255.0f;
|
||||
|
||||
switch ( m_nSlidingDir )
|
||||
{
|
||||
@ -1405,7 +1405,7 @@ CMenuManager::DrawFrontEndNormal(void)
|
||||
float slide = float(m_nEndPauseTimer - CTimer::GetTimeInMillisecondsPauseMode()) / 800.0f;
|
||||
float alpha = float((int32)(m_nEndPauseTimer - CTimer::GetTimeInMillisecondsPauseMode()) + -266) / 533.0f;
|
||||
|
||||
m_someAlpha = clamp(alpha, 0.0f, 1.0f) * 255.0f;
|
||||
m_someAlpha = Clamp(alpha, 0.0f, 1.0f) * 255.0f;
|
||||
|
||||
switch ( m_nSlidingDir )
|
||||
{
|
||||
|
@ -56,7 +56,7 @@ public:
|
||||
|
||||
static float LimitRadianAngle(float angle)
|
||||
{
|
||||
float result = clamp(angle, -25.0f, 25.0f);
|
||||
float result = Clamp(angle, -25.0f, 25.0f);
|
||||
|
||||
while (result >= PI) {
|
||||
result -= 2 * PI;
|
||||
|
@ -121,7 +121,7 @@ CPlayerInfo::Process(void)
|
||||
m_fRoadDensity = ThePaths.CalcRoadDensity(playerPos.x, playerPos.y);
|
||||
}
|
||||
|
||||
m_fRoadDensity = clamp(m_fRoadDensity, 0.4f, 1.45f);
|
||||
m_fRoadDensity = Clamp(m_fRoadDensity, 0.4f, 1.45f);
|
||||
|
||||
// Because vehicle enter/exit use same key binding.
|
||||
bool enterOrExitVeh;
|
||||
|
@ -396,9 +396,9 @@ CCullZones::AddCullZone(CVector const &position,
|
||||
v = CVector(1061.7f, -613.0f, 19.0f);
|
||||
if((v-CVector(1029.48f, -495.757f, 21.98f)).Magnitude() < 1.0f)
|
||||
v = CVector(1061.4f, -506.0f, 18.5f);
|
||||
cull->position.x = clamp(v.x, minx, maxx);
|
||||
cull->position.y = clamp(v.y, miny, maxy);
|
||||
cull->position.z = clamp(v.z, minz, maxz);
|
||||
cull->position.x = Clamp(v.x, minx, maxx);
|
||||
cull->position.y = Clamp(v.y, miny, maxy);
|
||||
cull->position.z = Clamp(v.z, minz, maxz);
|
||||
cull->minx = minx;
|
||||
cull->maxx = maxx;
|
||||
cull->miny = miny;
|
||||
@ -958,11 +958,11 @@ CCullZone::FindTestPoints()
|
||||
|
||||
// indices of center
|
||||
int x = ElementsX * (position.x-minx)/(maxx-minx);
|
||||
x = clamp(x, 0, ElementsX-1);
|
||||
x = Clamp(x, 0, ElementsX-1);
|
||||
int y = ElementsY * (position.y-miny)/(maxy-miny);
|
||||
y = clamp(y, 0, ElementsY-1);
|
||||
y = Clamp(y, 0, ElementsY-1);
|
||||
int z = ElementsZ * (position.z-minz)/(maxz-minz);
|
||||
z = clamp(z, 0, ElementsZ-1);
|
||||
z = Clamp(z, 0, ElementsZ-1);
|
||||
|
||||
// Mark which test points inside the zone are not occupied by buildings.
|
||||
// To do this, mark the start point as free and do a food fill.
|
||||
|
@ -290,7 +290,7 @@ extern int strcasecmp(const char *str1, const char *str2);
|
||||
|
||||
extern wchar *AllocUnicode(const char*src);
|
||||
|
||||
#define clamp(v, low, high) ((v)<(low) ? (low) : (v)>(high) ? (high) : (v))
|
||||
#define Clamp(v, low, high) ((v)<(low) ? (low) : (v)>(high) ? (high) : (v))
|
||||
|
||||
inline float sq(float x) { return x*x; }
|
||||
#define SQR(x) ((x) * (x))
|
||||
|
@ -423,7 +423,7 @@ ScreenDroplets::ProcessCameraMovement(void)
|
||||
ms_movingEnabled = !isTopDown && !isLookingInDirection;
|
||||
|
||||
// 0 when looking stright up, 180 when looking up or down
|
||||
ms_camUpAngle = RADTODEG(Acos(clamp(camUp.z, -1.0f, 1.0f)));
|
||||
ms_camUpAngle = RADTODEG(Acos(Clamp(camUp.z, -1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -2928,7 +2928,7 @@ CPed::ProcessControl(void)
|
||||
lDriveAssoc->blendAmount = 0.0f;
|
||||
|
||||
if (rDriveAssoc)
|
||||
rDriveAssoc->blendAmount = clamp(steerAngle * -100.0f / 61.0f, 0.0f, 1.0f);
|
||||
rDriveAssoc->blendAmount = Clamp(steerAngle * -100.0f / 61.0f, 0.0f, 1.0f);
|
||||
else if (m_pMyVehicle->bLowVehicle)
|
||||
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_DRIVE_RIGHT_LO);
|
||||
else
|
||||
@ -2939,7 +2939,7 @@ CPed::ProcessControl(void)
|
||||
rDriveAssoc->blendAmount = 0.0f;
|
||||
|
||||
if (lDriveAssoc)
|
||||
lDriveAssoc->blendAmount = clamp(steerAngle * 100.0f / 61.0f, 0.0f, 1.0f);
|
||||
lDriveAssoc->blendAmount = Clamp(steerAngle * 100.0f / 61.0f, 0.0f, 1.0f);
|
||||
else if (m_pMyVehicle->bLowVehicle)
|
||||
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_DRIVE_LEFT_LO);
|
||||
else
|
||||
|
@ -194,7 +194,7 @@ CPedIK::MoveLimb(LimbOrientation &limb, float targetYaw, float targetPitch, Limb
|
||||
}
|
||||
|
||||
if (limb.yaw > moveInfo.maxYaw || limb.yaw < moveInfo.minYaw) {
|
||||
limb.yaw = clamp(limb.yaw, moveInfo.minYaw, moveInfo.maxYaw);
|
||||
limb.yaw = Clamp(limb.yaw, moveInfo.minYaw, moveInfo.maxYaw);
|
||||
result = ANGLES_SET_TO_MAX;
|
||||
}
|
||||
|
||||
@ -212,7 +212,7 @@ CPedIK::MoveLimb(LimbOrientation &limb, float targetYaw, float targetPitch, Limb
|
||||
result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY;
|
||||
|
||||
if (limb.pitch > moveInfo.maxPitch || limb.pitch < moveInfo.minPitch) {
|
||||
limb.pitch = clamp(limb.pitch, moveInfo.minPitch, moveInfo.maxPitch);
|
||||
limb.pitch = Clamp(limb.pitch, moveInfo.minPitch, moveInfo.maxPitch);
|
||||
result = ANGLES_SET_TO_MAX;
|
||||
}
|
||||
return result;
|
||||
@ -527,11 +527,11 @@ CPedIK::RestoreLookAt(void)
|
||||
void
|
||||
CPedIK::ExtractYawAndPitchWorld(RwMatrix *mat, float *yaw, float *pitch)
|
||||
{
|
||||
float f = clamp(DotProduct(mat->up, CVector(0.0f, 1.0f, 0.0f)), -1.0f, 1.0f);
|
||||
float f = Clamp(DotProduct(mat->up, CVector(0.0f, 1.0f, 0.0f)), -1.0f, 1.0f);
|
||||
*yaw = Acos(f);
|
||||
if (mat->up.x > 0.0f) *yaw = -*yaw;
|
||||
|
||||
f = clamp(DotProduct(mat->right, CVector(0.0f, 0.0f, 1.0f)), -1.0f, 1.0f);
|
||||
f = Clamp(DotProduct(mat->right, CVector(0.0f, 0.0f, 1.0f)), -1.0f, 1.0f);
|
||||
*pitch = Acos(f);
|
||||
if (mat->up.z > 0.0f) *pitch = -*pitch;
|
||||
}
|
||||
@ -539,11 +539,11 @@ CPedIK::ExtractYawAndPitchWorld(RwMatrix *mat, float *yaw, float *pitch)
|
||||
void
|
||||
CPedIK::ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch)
|
||||
{
|
||||
float f = clamp(DotProduct(mat->at, CVector(0.0f, 0.0f, 1.0f)), -1.0f, 1.0f);
|
||||
float f = Clamp(DotProduct(mat->at, CVector(0.0f, 0.0f, 1.0f)), -1.0f, 1.0f);
|
||||
*yaw = Acos(f);
|
||||
if (mat->at.y > 0.0f) *yaw = -*yaw;
|
||||
|
||||
f = clamp(DotProduct(mat->right, CVector(1.0f, 0.0f, 0.0f)), -1.0f, 1.0f);
|
||||
f = Clamp(DotProduct(mat->right, CVector(1.0f, 0.0f, 0.0f)), -1.0f, 1.0f);
|
||||
*pitch = Acos(f);
|
||||
if (mat->up.x > 0.0f) *pitch = -*pitch;
|
||||
}
|
||||
|
@ -484,7 +484,7 @@ CPopulation::PedCreationDistMultiplier()
|
||||
return 1.0f;
|
||||
|
||||
float vehSpeed = veh->m_vecMoveSpeed.Magnitude2D();
|
||||
return clamp(vehSpeed - 0.1f + 1.0f, 1.0f, 1.5f);
|
||||
return Clamp(vehSpeed - 0.1f + 1.0f, 1.0f, 1.5f);
|
||||
}
|
||||
|
||||
CPed*
|
||||
|
@ -481,7 +481,7 @@ CCoronas::RenderReflections(void)
|
||||
if(spriteCoors.z < drawDist){
|
||||
float fadeDistance = drawDist / 2.0f;
|
||||
float distanceFade = spriteCoors.z < fadeDistance ? 1.0f : 1.0f - (spriteCoors.z - fadeDistance)/fadeDistance;
|
||||
distanceFade = clamp(distanceFade, 0.0f, 1.0f);
|
||||
distanceFade = Clamp(distanceFade, 0.0f, 1.0f);
|
||||
float recipz = 1.0f/RwCameraGetNearClipPlane(Scene.camera);
|
||||
float heightFade = (20.0f - aCoronas[i].heightAboveRoad)/20.0f;
|
||||
int intensity = distanceFade*heightFade * 230.0 * CWeather::WetRoads;
|
||||
|
@ -139,9 +139,9 @@ CFallingGlassPane::Render(void)
|
||||
uint8 alpha = CGlass::CalcAlphaWithNormal(&fwdNorm);
|
||||
|
||||
#ifdef FIX_BUGS
|
||||
uint16 time = clamp(CTimer::GetTimeInMilliseconds() > m_nTimer ? CTimer::GetTimeInMilliseconds() - m_nTimer : 0u, 0u, 500u);
|
||||
uint16 time = Clamp(CTimer::GetTimeInMilliseconds() > m_nTimer ? CTimer::GetTimeInMilliseconds() - m_nTimer : 0u, 0u, 500u);
|
||||
#else
|
||||
uint16 time = clamp(CTimer::GetTimeInMilliseconds() - m_nTimer, 0, 500);
|
||||
uint16 time = Clamp(CTimer::GetTimeInMilliseconds() - m_nTimer, 0, 500);
|
||||
#endif
|
||||
|
||||
uint8 color = int32( float(alpha) * (float(time) / 500) );
|
||||
|
@ -880,15 +880,15 @@ CParticle *CParticle::AddParticle(tParticleType type, CVector const &vecPos, CVe
|
||||
int32 ColorVariation = CGeneral::GetRandomNumberInRange(-psystem->m_InitialColorVariation, psystem->m_InitialColorVariation);
|
||||
//Float ColorVariation = CGeneral::GetRandomNumberInRange((float)-psystem->m_InitialColorVariation, (float)psystem->m_InitialColorVariation);
|
||||
|
||||
pParticle->m_Color.red = clamp(pParticle->m_Color.red +
|
||||
pParticle->m_Color.red = Clamp(pParticle->m_Color.red +
|
||||
PERCENT(pParticle->m_Color.red, ColorVariation),
|
||||
0, 255);
|
||||
|
||||
pParticle->m_Color.green = clamp(pParticle->m_Color.green +
|
||||
pParticle->m_Color.green = Clamp(pParticle->m_Color.green +
|
||||
PERCENT(pParticle->m_Color.green, ColorVariation),
|
||||
0, 255);
|
||||
|
||||
pParticle->m_Color.blue = clamp(pParticle->m_Color.blue +
|
||||
pParticle->m_Color.blue = Clamp(pParticle->m_Color.blue +
|
||||
PERCENT(pParticle->m_Color.blue, ColorVariation),
|
||||
0, 255);
|
||||
}
|
||||
@ -1083,15 +1083,15 @@ void CParticle::Update()
|
||||
{
|
||||
float colorMul = 1.0f - float(particle->m_nTimeWhenColorWillBeChanged - CTimer::GetTimeInMilliseconds()) / float(psystem->m_ColorFadeTime);
|
||||
|
||||
particle->m_Color.red = clamp(
|
||||
particle->m_Color.red = Clamp(
|
||||
psystem->m_RenderColouring.red + int32(float(psystem->m_FadeDestinationColor.red - psystem->m_RenderColouring.red) * colorMul),
|
||||
0, 255);
|
||||
|
||||
particle->m_Color.green = clamp(
|
||||
particle->m_Color.green = Clamp(
|
||||
psystem->m_RenderColouring.green + int32(float(psystem->m_FadeDestinationColor.green - psystem->m_RenderColouring.green) * colorMul),
|
||||
0, 255);
|
||||
|
||||
particle->m_Color.blue = clamp(
|
||||
particle->m_Color.blue = Clamp(
|
||||
psystem->m_RenderColouring.blue + int32(float(psystem->m_FadeDestinationColor.blue - psystem->m_RenderColouring.blue) * colorMul),
|
||||
0, 255);
|
||||
}
|
||||
@ -1380,7 +1380,7 @@ void CParticle::Update()
|
||||
{
|
||||
particle->m_nFadeToBlackTimer = 0;
|
||||
|
||||
particle->m_nColorIntensity = clamp(particle->m_nColorIntensity - psystem->m_nFadeToBlackAmount,
|
||||
particle->m_nColorIntensity = Clamp(particle->m_nColorIntensity - psystem->m_nFadeToBlackAmount,
|
||||
0, 255);
|
||||
}
|
||||
else
|
||||
@ -1393,7 +1393,7 @@ void CParticle::Update()
|
||||
{
|
||||
particle->m_nFadeAlphaTimer = 0;
|
||||
|
||||
particle->m_nAlpha = clamp(particle->m_nAlpha - psystem->m_nFadeAlphaAmount,
|
||||
particle->m_nAlpha = Clamp(particle->m_nAlpha - psystem->m_nFadeAlphaAmount,
|
||||
0, 255);
|
||||
#ifdef PC_PARTICLE
|
||||
if ( particle->m_nAlpha == 0 )
|
||||
|
@ -405,13 +405,13 @@ CSprite::RenderBufferedOneXLUSprite_Rotate_2Colours(float x, float y, float z, f
|
||||
|
||||
// Colour factors, cx/y is the direction in which colours change from rgb1 to rgb2
|
||||
cf[0] = (cx*(-c-s) + cy*(-c+s))*0.5f + 0.5f;
|
||||
cf[0] = clamp(cf[0], 0.0f, 1.0f);
|
||||
cf[0] = Clamp(cf[0], 0.0f, 1.0f);
|
||||
cf[1] = (cx*(-c+s) + cy*( c+s))*0.5f + 0.5f;
|
||||
cf[1] = clamp(cf[1], 0.0f, 1.0f);
|
||||
cf[1] = Clamp(cf[1], 0.0f, 1.0f);
|
||||
cf[2] = (cx*( c+s) + cy*( c-s))*0.5f + 0.5f;
|
||||
cf[2] = clamp(cf[2], 0.0f, 1.0f);
|
||||
cf[2] = Clamp(cf[2], 0.0f, 1.0f);
|
||||
cf[3] = (cx*( c-s) + cy*(-c-s))*0.5f + 0.5f;
|
||||
cf[3] = clamp(cf[3], 0.0f, 1.0f);
|
||||
cf[3] = Clamp(cf[3], 0.0f, 1.0f);
|
||||
|
||||
float screenz = m_f2DNearScreenZ +
|
||||
(z-CDraw::GetNearClipZ())*(m_f2DFarScreenZ-m_f2DNearScreenZ)*CDraw::GetFarClipZ() /
|
||||
|
@ -126,10 +126,10 @@ CWaterLevel::Initialise(Const char *pWaterDat)
|
||||
#ifdef FIX_BUGS
|
||||
// water.dat has rects that go out of bounds
|
||||
// which causes memory corruption
|
||||
l = clamp(l, 0, MAX_SMALL_SECTORS - 1);
|
||||
r = clamp(r, 0, MAX_SMALL_SECTORS - 1);
|
||||
t = clamp(t, 0, MAX_SMALL_SECTORS - 1);
|
||||
b = clamp(b, 0, MAX_SMALL_SECTORS - 1);
|
||||
l = Clamp(l, 0, MAX_SMALL_SECTORS - 1);
|
||||
r = Clamp(r, 0, MAX_SMALL_SECTORS - 1);
|
||||
t = Clamp(t, 0, MAX_SMALL_SECTORS - 1);
|
||||
b = Clamp(b, 0, MAX_SMALL_SECTORS - 1);
|
||||
#endif
|
||||
|
||||
for (int32 x = l; x <= r; x++)
|
||||
@ -713,10 +713,10 @@ CWaterLevel::RenderWater()
|
||||
if ( bUseCamEndY )
|
||||
nEndY = WATER_TO_HUGE_SECTOR_Y(camPos.y);
|
||||
|
||||
nStartX = clamp(nStartX, 0, MAX_HUGE_SECTORS - 1);
|
||||
nEndX = clamp(nEndX, 0, MAX_HUGE_SECTORS - 1);
|
||||
nStartY = clamp(nStartY, 0, MAX_HUGE_SECTORS - 1);
|
||||
nEndY = clamp(nEndY, 0, MAX_HUGE_SECTORS - 1);
|
||||
nStartX = Clamp(nStartX, 0, MAX_HUGE_SECTORS - 1);
|
||||
nEndX = Clamp(nEndX, 0, MAX_HUGE_SECTORS - 1);
|
||||
nStartY = Clamp(nStartY, 0, MAX_HUGE_SECTORS - 1);
|
||||
nEndY = Clamp(nEndY, 0, MAX_HUGE_SECTORS - 1);
|
||||
|
||||
for ( int32 x = nStartX; x <= nEndX; x++ )
|
||||
{
|
||||
@ -1406,10 +1406,10 @@ CWaterLevel::CalcDistanceToWater(float fX, float fY)
|
||||
int32 nStartY = WATER_TO_SMALL_SECTOR_Y(fY - fSectorMaxRenderDist) - 1;
|
||||
int32 nEndY = WATER_TO_SMALL_SECTOR_Y(fY + fSectorMaxRenderDist) + 1;
|
||||
|
||||
nStartX = clamp(nStartX, 0, MAX_SMALL_SECTORS - 1);
|
||||
nEndX = clamp(nEndX, 0, MAX_SMALL_SECTORS - 1);
|
||||
nStartY = clamp(nStartY, 0, MAX_SMALL_SECTORS - 1);
|
||||
nEndY = clamp(nEndY, 0, MAX_SMALL_SECTORS - 1);
|
||||
nStartX = Clamp(nStartX, 0, MAX_SMALL_SECTORS - 1);
|
||||
nEndX = Clamp(nEndX, 0, MAX_SMALL_SECTORS - 1);
|
||||
nStartY = Clamp(nStartY, 0, MAX_SMALL_SECTORS - 1);
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||||
nEndY = Clamp(nEndY, 0, MAX_SMALL_SECTORS - 1);
|
||||
|
||||
float fDistSqr = 1.0e10f;
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||||
|
||||
@ -1433,7 +1433,7 @@ CWaterLevel::CalcDistanceToWater(float fX, float fY)
|
||||
}
|
||||
}
|
||||
|
||||
return clamp(Sqrt(fDistSqr) - 23.0f, 0.0f, fSectorMaxRenderDist);
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return Clamp(Sqrt(fDistSqr) - 23.0f, 0.0f, fSectorMaxRenderDist);
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||||
}
|
||||
|
||||
void
|
||||
|
@ -1665,7 +1665,7 @@ CAutomobile::PreRender(void)
|
||||
// 1.0 if directly behind car, -1.0 if in front
|
||||
// BUG on PC: Abs of DotProduct is taken
|
||||
float behindness = DotProduct(lookVector, GetForward());
|
||||
behindness = clamp(behindness, -1.0f, 1.0f); // shouldn't be necessary
|
||||
behindness = Clamp(behindness, -1.0f, 1.0f); // shouldn't be necessary
|
||||
// 0.0 if behind car, PI if in front
|
||||
// Abs not necessary
|
||||
float angle = Abs(Acos(behindness));
|
||||
@ -2264,7 +2264,7 @@ CAutomobile::ProcessControlInputs(uint8 pad)
|
||||
0.2f*CTimer::GetTimeStep();
|
||||
nLastControlInput = 0;
|
||||
}
|
||||
m_fSteerInput = clamp(m_fSteerInput, -1.0f, 1.0f);
|
||||
m_fSteerInput = Clamp(m_fSteerInput, -1.0f, 1.0f);
|
||||
|
||||
// Accelerate/Brake
|
||||
float acceleration = (CPad::GetPad(pad)->GetAccelerate() - CPad::GetPad(pad)->GetBrake())/255.0f;
|
||||
@ -2390,7 +2390,7 @@ CAutomobile::FireTruckControl(void)
|
||||
m_fCarGunLR += CPad::GetPad(0)->GetCarGunLeftRight() * 0.00025f * CTimer::GetTimeStep();
|
||||
m_fCarGunUD += CPad::GetPad(0)->GetCarGunUpDown() * 0.0001f * CTimer::GetTimeStep();
|
||||
}
|
||||
m_fCarGunUD = clamp(m_fCarGunUD, 0.05f, 0.3f);
|
||||
m_fCarGunUD = Clamp(m_fCarGunUD, 0.05f, 0.3f);
|
||||
|
||||
|
||||
CVector cannonPos(0.0f, 1.5f, 1.9f);
|
||||
@ -2835,7 +2835,7 @@ CAutomobile::HydraulicControl(void)
|
||||
float limitDiff = extendedLowerLimit - normalLowerLimit;
|
||||
if(limitDiff != 0.0f && Abs(maxDelta/limitDiff) > 0.01f){
|
||||
float f = (maxDelta + limitDiff)/2.0f/limitDiff;
|
||||
f = clamp(f, 0.0f, 1.0f);
|
||||
f = Clamp(f, 0.0f, 1.0f);
|
||||
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_3, f);
|
||||
if(f < 0.4f || f > 0.6f)
|
||||
setPrevRatio = true;
|
||||
|
@ -123,9 +123,9 @@ CBoat::ProcessControl(void)
|
||||
r = 114.75f*(CTimeCycle::GetAmbientRed() + 0.5f*CTimeCycle::GetDirectionalRed());
|
||||
g = 114.75f*(CTimeCycle::GetAmbientGreen() + 0.5f*CTimeCycle::GetDirectionalGreen());
|
||||
b = 114.75f*(CTimeCycle::GetAmbientBlue() + 0.5f*CTimeCycle::GetDirectionalBlue());
|
||||
r = clamp(r, 0, 255);
|
||||
g = clamp(g, 0, 255);
|
||||
b = clamp(b, 0, 255);
|
||||
r = Clamp(r, 0, 255);
|
||||
g = Clamp(g, 0, 255);
|
||||
b = Clamp(b, 0, 255);
|
||||
splashColor.red = r;
|
||||
splashColor.green = g;
|
||||
splashColor.blue = b;
|
||||
@ -134,9 +134,9 @@ CBoat::ProcessControl(void)
|
||||
r = 242.25f*(CTimeCycle::GetAmbientRed() + 0.5f*CTimeCycle::GetDirectionalRed());
|
||||
g = 242.25f*(CTimeCycle::GetAmbientGreen() + 0.5f*CTimeCycle::GetDirectionalGreen());
|
||||
b = 242.25f*(CTimeCycle::GetAmbientBlue() + 0.5f*CTimeCycle::GetDirectionalBlue());
|
||||
r = clamp(r, 0, 255);
|
||||
g = clamp(g, 0, 255);
|
||||
b = clamp(b, 0, 255);
|
||||
r = Clamp(r, 0, 255);
|
||||
g = Clamp(g, 0, 255);
|
||||
b = Clamp(b, 0, 255);
|
||||
jetColor.red = r;
|
||||
jetColor.green = g;
|
||||
jetColor.blue = b;
|
||||
@ -542,17 +542,17 @@ CBoat::ProcessControlInputs(uint8 pad)
|
||||
m_nPadID = 3;
|
||||
|
||||
m_fBrake += (CPad::GetPad(pad)->GetBrake()/255.0f - m_fBrake)*0.1f;
|
||||
m_fBrake = clamp(m_fBrake, 0.0f, 1.0f);
|
||||
m_fBrake = Clamp(m_fBrake, 0.0f, 1.0f);
|
||||
|
||||
if(m_fBrake < 0.05f){
|
||||
m_fBrake = 0.0f;
|
||||
m_fAccelerate += (CPad::GetPad(pad)->GetAccelerate()/255.0f - m_fAccelerate)*0.1f;
|
||||
m_fAccelerate = clamp(m_fAccelerate, 0.0f, 1.0f);
|
||||
m_fAccelerate = Clamp(m_fAccelerate, 0.0f, 1.0f);
|
||||
}else
|
||||
m_fAccelerate = -m_fBrake*0.2f;
|
||||
|
||||
m_fSteeringLeftRight += (-CPad::GetPad(pad)->GetSteeringLeftRight()/128.0f - m_fSteeringLeftRight)*0.2f;
|
||||
m_fSteeringLeftRight = clamp(m_fSteeringLeftRight, -1.0f, 1.0f);
|
||||
m_fSteeringLeftRight = Clamp(m_fSteeringLeftRight, -1.0f, 1.0f);
|
||||
|
||||
float steeringSq = m_fSteeringLeftRight < 0.0f ? -SQR(m_fSteeringLeftRight) : SQR(m_fSteeringLeftRight);
|
||||
m_fSteerAngle = pHandling->fSteeringLock * DEGTORAD(steeringSq);
|
||||
|
@ -52,11 +52,11 @@ CDoor::Process(CVehicle *vehicle)
|
||||
fSpeedDiff = vecSpeedDiff.y - vecSpeedDiff.x;
|
||||
break;
|
||||
}
|
||||
fSpeedDiff = clamp(fSpeedDiff, -0.2f, 0.2f);
|
||||
fSpeedDiff = Clamp(fSpeedDiff, -0.2f, 0.2f);
|
||||
if(Abs(fSpeedDiff) > 0.002f)
|
||||
m_fAngVel += fSpeedDiff;
|
||||
m_fAngVel *= 0.945f;
|
||||
m_fAngVel = clamp(m_fAngVel, -0.3f, 0.3f);
|
||||
m_fAngVel = Clamp(m_fAngVel, -0.3f, 0.3f);
|
||||
|
||||
m_fAngle += m_fAngVel;
|
||||
m_nDoorState = DOORST_SWINGING;
|
||||
|
@ -250,7 +250,7 @@ CHeli::ProcessControl(void)
|
||||
// Move up if too low
|
||||
if(GetPosition().z - 2.0f < groundZ && m_heliStatus != HELI_STATUS_SHOT_DOWN)
|
||||
m_vecMoveSpeed.z += CTimer::GetTimeStep()*0.01f;
|
||||
m_vecMoveSpeed.z = clamp(m_vecMoveSpeed.z, -0.3f, 0.3f);
|
||||
m_vecMoveSpeed.z = Clamp(m_vecMoveSpeed.z, -0.3f, 0.3f);
|
||||
}
|
||||
|
||||
float fTargetDist = vTargetDist.Magnitude();
|
||||
|
@ -430,8 +430,8 @@ CVehicle::FlyingControl(eFlightModel flightModel)
|
||||
}
|
||||
if (CPad::GetPad(0)->GetHorn()) {
|
||||
fYaw = 0.0f;
|
||||
fPitch = clamp(10.0f * DotProduct(m_vecMoveSpeed, GetForward()), -200.0f, 1.3f);
|
||||
fRoll = clamp(10.0f * DotProduct(m_vecMoveSpeed, GetRight()), -200.0f, 1.3f);
|
||||
fPitch = Clamp(10.0f * DotProduct(m_vecMoveSpeed, GetForward()), -200.0f, 1.3f);
|
||||
fRoll = Clamp(10.0f * DotProduct(m_vecMoveSpeed, GetRight()), -200.0f, 1.3f);
|
||||
}
|
||||
ApplyTurnForce(fPitch * GetUp() * fPitchVar * m_fTurnMass * CTimer::GetTimeStep(), GetForward());
|
||||
ApplyTurnForce(fRoll * GetUp() * fRollVar * m_fTurnMass * CTimer::GetTimeStep(), GetRight());
|
||||
|
@ -203,7 +203,7 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
|
||||
else if ( shooter->IsPed() && ((CPed*)shooter)->m_pSeekTarget != nil )
|
||||
{
|
||||
float distToTarget = (shooter->GetPosition() - ((CPed*)shooter)->m_pSeekTarget->GetPosition()).Magnitude();
|
||||
float power = clamp((distToTarget-10.0f)*0.02f, 0.2f, 1.0f);
|
||||
float power = Clamp((distToTarget-10.0f)*0.02f, 0.2f, 1.0f);
|
||||
|
||||
fired = FireProjectile(shooter, source, power);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user