From 370c4e48cd87122e8d38f1a72f6b8f62ff7b9c96 Mon Sep 17 00:00:00 2001 From: Filip Gawin Date: Sun, 19 Apr 2020 18:34:08 +0200 Subject: Try to build with mingw --- src/core/World.cpp | 76 +++++++++++++++++++++++++++--------------------------- 1 file changed, 38 insertions(+), 38 deletions(-) (limited to 'src/core/World.cpp') diff --git a/src/core/World.cpp b/src/core/World.cpp index 7ef43593..404b92c0 100644 --- a/src/core/World.cpp +++ b/src/core/World.cpp @@ -777,10 +777,10 @@ CWorld::FindObjectsOfTypeInRange(uint32 modelId, const CVector &position, float *nEntitiesFound = 0; const CVector2D vecSectorStartPos(position.x - radius, position.y - radius); const CVector2D vecSectorEndPos(position.x + radius, position.y + radius); - const int32 nStartX = max(CWorld::GetSectorIndexX(vecSectorStartPos.x), 0); - const int32 nStartY = max(CWorld::GetSectorIndexY(vecSectorStartPos.y), 0); - const int32 nEndX = min(CWorld::GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1); - const int32 nEndY = min(CWorld::GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1); + const int32 nStartX = Max(CWorld::GetSectorIndexX(vecSectorStartPos.x), 0); + const int32 nStartY = Max(CWorld::GetSectorIndexY(vecSectorStartPos.y), 0); + const int32 nEndX = Min(CWorld::GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1); + const int32 nEndY = Min(CWorld::GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1); for(int32 y = nStartY; y <= nEndY; y++) { for(int32 x = nStartX; x <= nEndX; x++) { CSector *pSector = CWorld::GetSector(x, y); @@ -1045,10 +1045,10 @@ CWorld::FindObjectsKindaColliding(const CVector &position, float radius, bool bC *nCollidingEntities = 0; const CVector2D vecSectorStartPos(position.x - radius, position.y - radius); const CVector2D vecSectorEndPos(position.x + radius, position.y + radius); - const int32 nStartX = max(CWorld::GetSectorIndexX(vecSectorStartPos.x), 0); - const int32 nStartY = max(CWorld::GetSectorIndexY(vecSectorStartPos.y), 0); - const int32 nEndX = min(CWorld::GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1); - const int32 nEndY = min(CWorld::GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1); + const int32 nStartX = Max(CWorld::GetSectorIndexX(vecSectorStartPos.x), 0); + const int32 nStartY = Max(CWorld::GetSectorIndexY(vecSectorStartPos.y), 0); + const int32 nEndX = Min(CWorld::GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1); + const int32 nEndY = Min(CWorld::GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1); for(int32 y = nStartY; y <= nEndY; y++) { for(int32 x = nStartX; x <= nEndX; x++) { CSector *pSector = CWorld::GetSector(x, y); @@ -1124,10 +1124,10 @@ CWorld::FindObjectsIntersectingCube(const CVector &vecStartPos, const CVector &v { CWorld::AdvanceCurrentScanCode(); *nIntersecting = 0; - const int32 nStartX = max(CWorld::GetSectorIndexX(vecStartPos.x), 0); - const int32 nStartY = max(CWorld::GetSectorIndexY(vecStartPos.y), 0); - const int32 nEndX = min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1); - const int32 nEndY = min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1); + const int32 nStartX = Max(CWorld::GetSectorIndexX(vecStartPos.x), 0); + const int32 nStartY = Max(CWorld::GetSectorIndexY(vecStartPos.y), 0); + const int32 nEndX = Min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1); + const int32 nEndY = Min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1); for(int32 y = nStartY; y <= nEndY; y++) { for(int32 x = nStartX; x <= nEndX; x++) { CSector *pSector = CWorld::GetSector(x, y); @@ -1205,10 +1205,10 @@ CWorld::FindObjectsIntersectingAngledCollisionBox(const CColBox &boundingBox, co { CWorld::AdvanceCurrentScanCode(); *nEntitiesFound = 0; - const int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0); - const int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0); - const int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X - 1); - const int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1); + const int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0); + const int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0); + const int32 nEndX = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X - 1); + const int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1); for(int32 y = nStartY; y <= nEndY; y++) { for(int32 x = nStartX; x <= nEndX; x++) { CSector *pSector = CWorld::GetSector(x, y); @@ -1285,10 +1285,10 @@ CWorld::FindMissionEntitiesIntersectingCube(const CVector &vecStartPos, const CV { CWorld::AdvanceCurrentScanCode(); *nIntersecting = 0; - const int32 nStartX = max(CWorld::GetSectorIndexX(vecStartPos.x), 0); - const int32 nStartY = max(CWorld::GetSectorIndexY(vecStartPos.y), 0); - const int32 nEndX = min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1); - const int32 nEndY = min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1); + const int32 nStartX = Max(CWorld::GetSectorIndexX(vecStartPos.x), 0); + const int32 nStartY = Max(CWorld::GetSectorIndexY(vecStartPos.y), 0); + const int32 nEndX = Min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1); + const int32 nEndY = Min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1); for(int32 y = nStartY; y <= nEndY; y++) { for(int32 x = nStartX; x <= nEndX; x++) { CSector *pSector = CWorld::GetSector(x, y); @@ -1499,10 +1499,10 @@ CWorld::CallOffChaseForArea(float x1, float y1, float x2, float y2) float fStartY = y1 - 10.0f; float fEndX = x2 + 10.0f; float fEndY = y2 + 10.0f; - const int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0); - const int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0); - const int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X - 1); - const int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1); + const int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0); + const int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0); + const int32 nEndX = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X - 1); + const int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1); for(int32 y = nStartY; y <= nEndY; y++) { for(int32 x = nStartX; x <= nEndX; x++) { CSector *pSector = CWorld::GetSector(x, y); @@ -1544,13 +1544,13 @@ CWorld::CallOffChaseForAreaSectorListVehicles(CPtrList &list, float x1, float y1 } if(bInsideSphere) { if(pVehicle->GetPosition().x <= (x1 + x2) * 0.5f) - pVehicle->m_vecMoveSpeed.x = min(pVehicle->m_vecMoveSpeed.x, 0.0f); + pVehicle->m_vecMoveSpeed.x = Min(pVehicle->m_vecMoveSpeed.x, 0.0f); else - pVehicle->m_vecMoveSpeed.x = max(pVehicle->m_vecMoveSpeed.x, 0.0f); + pVehicle->m_vecMoveSpeed.x = Max(pVehicle->m_vecMoveSpeed.x, 0.0f); if(pVehicle->GetPosition().y <= (y1 + y2) * 0.5f) - pVehicle->m_vecMoveSpeed.y = min(pVehicle->m_vecMoveSpeed.y, 0.0f); + pVehicle->m_vecMoveSpeed.y = Min(pVehicle->m_vecMoveSpeed.y, 0.0f); else - pVehicle->m_vecMoveSpeed.y = max(pVehicle->m_vecMoveSpeed.y, 0.0f); + pVehicle->m_vecMoveSpeed.y = Max(pVehicle->m_vecMoveSpeed.y, 0.0f); } } } @@ -2086,10 +2086,10 @@ CWorld::TriggerExplosion(const CVector &position, float fRadius, float fPower, C { CVector2D vecStartPos(position.x - fRadius, position.y - fRadius); CVector2D vecEndPos(position.x + fRadius, position.y + fRadius); - const int32 nStartX = max(CWorld::GetSectorIndexX(vecStartPos.x), 0); - const int32 nStartY = max(CWorld::GetSectorIndexY(vecStartPos.y), 0); - const int32 nEndX = min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1); - const int32 nEndY = min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1); + const int32 nStartX = Max(CWorld::GetSectorIndexX(vecStartPos.x), 0); + const int32 nStartY = Max(CWorld::GetSectorIndexY(vecStartPos.y), 0); + const int32 nEndX = Min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1); + const int32 nEndY = Min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1); for(int32 y = nStartY; y <= nEndY; y++) { for(int32 x = nStartX; x <= nEndX; x++) { CSector *pSector = CWorld::GetSector(x, y); @@ -2144,7 +2144,7 @@ CWorld::TriggerExplosionSectorList(CPtrList &list, const CVector &position, floa if(pEntity->bIsStatic) { float fDamageMultiplier = (fRadius - fMagnitude) * 2.0f / fRadius; - float fDamage = 300.0f * min(fDamageMultiplier, 1.0f); + float fDamage = 300.0f * Min(fDamageMultiplier, 1.0f); pObject->ObjectDamage(fDamage); } } else { @@ -2153,18 +2153,18 @@ CWorld::TriggerExplosionSectorList(CPtrList &list, const CVector &position, floa } } if(!pEntity->bIsStatic) { - float fDamageMultiplier = min((fRadius - fMagnitude) * 2.0f / fRadius, 1.0f); + float fDamageMultiplier = Min((fRadius - fMagnitude) * 2.0f / fRadius, 1.0f); CVector vecForceDir = vecDistance * (fPower * pEntity->m_fMass * 0.00071429f * fDamageMultiplier / - max(fMagnitude, 0.01f)); - vecForceDir.z = max(vecForceDir.z, 0.0f); - if(pEntity == FindPlayerPed()) vecForceDir.z = min(vecForceDir.z, 1.0f); + Max(fMagnitude, 0.01f)); + vecForceDir.z = Max(vecForceDir.z, 0.0f); + if(pEntity == FindPlayerPed()) vecForceDir.z = Min(vecForceDir.z, 1.0f); pEntity->ApplyMoveForce(vecForceDir); if(!pEntity->bPedPhysics) { float fBoundRadius = pEntity->GetBoundRadius(); float fDistanceZ = position.z - pEntity->GetPosition().z; float fPointZ = fBoundRadius; - if(max(fDistanceZ, -fBoundRadius) < fBoundRadius) { + if(Max(fDistanceZ, -fBoundRadius) < fBoundRadius) { if(fDistanceZ <= -fBoundRadius) fPointZ = -fBoundRadius; else -- cgit v1.2.3