rename clamp macro to Clamp to fix compilation with g++11 (and clamp2 for consistency sake)
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+10
-10
@@ -2261,7 +2261,7 @@ CAutomobile::PreRender(void)
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// 1.0 if directly behind car, -1.0 if in front
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float behindness = DotProduct(lookVector, GetForward());
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behindness = clamp(behindness, -1.0f, 1.0f); // shouldn't be necessary
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behindness = Clamp(behindness, -1.0f, 1.0f); // shouldn't be necessary
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// 0.0 if behind car, PI if in front
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// Abs not necessary
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float angle = Abs(Acos(behindness));
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@@ -2619,7 +2619,7 @@ CAutomobile::PreRender(void)
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float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
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if(GetModelIndex() == MI_VOODOO)
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groundOffset *= 0.6f;
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mat.RotateY(Asin(clamp(-groundOffset, -1.0f, 1.0f)));
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mat.RotateY(Asin(Clamp(-groundOffset, -1.0f, 1.0f)));
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}
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}
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if(pHandling->Flags & HANDLING_FAT_REARW)
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@@ -2660,7 +2660,7 @@ CAutomobile::PreRender(void)
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float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
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if(GetModelIndex() == MI_VOODOO)
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groundOffset *= 0.6f;
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mat.RotateY(Asin(clamp(groundOffset, -1.0f, 1.0f)));
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mat.RotateY(Asin(Clamp(groundOffset, -1.0f, 1.0f)));
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}
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}
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if(pHandling->Flags & HANDLING_FAT_REARW)
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@@ -2693,7 +2693,7 @@ CAutomobile::PreRender(void)
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float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
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if(GetModelIndex() == MI_VOODOO)
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groundOffset *= 0.6f;
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mat.RotateY(Asin(clamp(-groundOffset, -1.0f, 1.0f)));
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mat.RotateY(Asin(Clamp(-groundOffset, -1.0f, 1.0f)));
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}
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}
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if(pHandling->Flags & HANDLING_FAT_REARW)
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@@ -2727,7 +2727,7 @@ CAutomobile::PreRender(void)
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float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
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if(GetModelIndex() == MI_VOODOO)
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groundOffset *= 0.6f;
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mat.RotateY(Asin(clamp(groundOffset, -1.0f, 1.0f)));
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mat.RotateY(Asin(Clamp(groundOffset, -1.0f, 1.0f)));
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}
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}
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if(pHandling->Flags & HANDLING_FAT_REARW)
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@@ -2861,7 +2861,7 @@ CAutomobile::PreRender(void)
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float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
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if(GetModelIndex() == MI_VOODOO)
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groundOffset *= 0.6f;
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mat.RotateY(Asin(clamp(-groundOffset, -1.0f, 1.0f)));
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mat.RotateY(Asin(Clamp(-groundOffset, -1.0f, 1.0f)));
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}
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}
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if(pHandling->Flags & HANDLING_NARROW_FRONTW)
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@@ -2902,7 +2902,7 @@ CAutomobile::PreRender(void)
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float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
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if(GetModelIndex() == MI_VOODOO)
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groundOffset *= 0.6f;
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mat.RotateY(Asin(clamp(groundOffset, -1.0f, 1.0f)));
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mat.RotateY(Asin(Clamp(groundOffset, -1.0f, 1.0f)));
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}
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}
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if(pHandling->Flags & HANDLING_NARROW_FRONTW)
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@@ -3120,7 +3120,7 @@ CAutomobile::ProcessControlInputs(uint8 pad)
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0.2f*CTimer::GetTimeStep();
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nLastControlInput = 0;
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}
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m_fSteerInput = clamp(m_fSteerInput, -1.0f, 1.0f);
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m_fSteerInput = Clamp(m_fSteerInput, -1.0f, 1.0f);
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// Accelerate/Brake
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float acceleration = (CPad::GetPad(pad)->GetAccelerate() - CPad::GetPad(pad)->GetBrake())/255.0f;
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@@ -3239,7 +3239,7 @@ CAutomobile::FireTruckControl(void)
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m_fCarGunLR += CPad::GetPad(0)->GetCarGunLeftRight() * 0.00025f * CTimer::GetTimeStep();
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m_fCarGunUD += CPad::GetPad(0)->GetCarGunUpDown() * 0.0001f * CTimer::GetTimeStep();
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}
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m_fCarGunUD = clamp(m_fCarGunUD, 0.05f, 0.3f);
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m_fCarGunUD = Clamp(m_fCarGunUD, 0.05f, 0.3f);
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CVector cannonPos(0.0f, 1.5f, 1.9f);
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@@ -3664,7 +3664,7 @@ CAutomobile::HydraulicControl(void)
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float limitDiff = extendedLowerLimit - normalLowerLimit;
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if(limitDiff != 0.0f && Abs(maxDelta/limitDiff) > 0.01f){
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float f = (maxDelta + limitDiff)/2.0f/limitDiff;
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f = clamp(f, 0.0f, 1.0f);
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f = Clamp(f, 0.0f, 1.0f);
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_3, f);
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if(f < 0.4f || f > 0.6f)
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setPrevRatio = true;
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