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https://github.com/halpz/re3.git
synced 2025-07-25 15:22:47 +00:00
rename clamp macro to Clamp to fix compilation with g++11
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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);
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TheCamera.m_fMouseAccelHorzntl = Clamp(TheCamera.m_fMouseAccelHorzntl, 1.0f / 3200, 1.0f / 200);
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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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@ -4572,7 +4572,7 @@ CMenuManager::ProcessButtonPresses(void)
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break;
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case HOVEROPTION_DECREASE_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);
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TheCamera.m_fMouseAccelHorzntl = Clamp(TheCamera.m_fMouseAccelHorzntl, 1.0f / 3200, 1.0f / 200);
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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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@ -5388,14 +5388,14 @@ CMenuManager::ProcessButtonPresses(void)
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case MENUACTION_AUDIOHW:
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if (m_nPrefsAudio3DProviderIndex != -1) {
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m_nPrefsAudio3DProviderIndex += changeValueBy;
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m_nPrefsAudio3DProviderIndex = clamp(m_nPrefsAudio3DProviderIndex, 0, DMAudio.GetNum3DProvidersAvailable() - 1);
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m_nPrefsAudio3DProviderIndex = Clamp(m_nPrefsAudio3DProviderIndex, 0, DMAudio.GetNum3DProvidersAvailable() - 1);
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}
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DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_NAVIGATION, 0);
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break;
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case MENUACTION_SPEAKERCONF:
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if (m_nPrefsAudio3DProviderIndex != -1) {
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m_PrefsSpeakers -= changeValueBy;
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m_PrefsSpeakers = clamp(m_PrefsSpeakers, 0, 2);
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m_PrefsSpeakers = Clamp(m_PrefsSpeakers, 0, 2);
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DMAudio.SetSpeakerConfig(m_PrefsSpeakers);
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SaveSettings();
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DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_SETTING_CHANGE, 0);
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@ -1388,7 +1388,7 @@ CMenuManager::DrawFrontEndNormal(void)
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if ((m_nStartPauseTimer - CTimer::GetTimeInMillisecondsPauseMode()) <= 1600)
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alpha = float(m_nStartPauseTimer - CTimer::GetTimeInMillisecondsPauseMode()) / 400.0f;
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m_someAlpha = 255 - clamp(alpha, 0.0f, 1.0f) * 255.0f;
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m_someAlpha = 255 - Clamp(alpha, 0.0f, 1.0f) * 255.0f;
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switch ( m_nSlidingDir )
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{
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@ -1405,7 +1405,7 @@ CMenuManager::DrawFrontEndNormal(void)
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float slide = float(m_nEndPauseTimer - CTimer::GetTimeInMillisecondsPauseMode()) / 800.0f;
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float alpha = float((int32)(m_nEndPauseTimer - CTimer::GetTimeInMillisecondsPauseMode()) + -266) / 533.0f;
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m_someAlpha = clamp(alpha, 0.0f, 1.0f) * 255.0f;
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m_someAlpha = Clamp(alpha, 0.0f, 1.0f) * 255.0f;
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switch ( m_nSlidingDir )
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{
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@ -56,7 +56,7 @@ public:
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static float LimitRadianAngle(float angle)
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{
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float result = clamp(angle, -25.0f, 25.0f);
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float result = Clamp(angle, -25.0f, 25.0f);
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while (result >= PI) {
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result -= 2 * PI;
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@ -121,7 +121,7 @@ CPlayerInfo::Process(void)
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m_fRoadDensity = ThePaths.CalcRoadDensity(playerPos.x, playerPos.y);
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}
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m_fRoadDensity = clamp(m_fRoadDensity, 0.4f, 1.45f);
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m_fRoadDensity = Clamp(m_fRoadDensity, 0.4f, 1.45f);
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// Because vehicle enter/exit use same key binding.
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bool enterOrExitVeh;
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@ -396,9 +396,9 @@ CCullZones::AddCullZone(CVector const &position,
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v = CVector(1061.7f, -613.0f, 19.0f);
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if((v-CVector(1029.48f, -495.757f, 21.98f)).Magnitude() < 1.0f)
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v = CVector(1061.4f, -506.0f, 18.5f);
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cull->position.x = clamp(v.x, minx, maxx);
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cull->position.y = clamp(v.y, miny, maxy);
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cull->position.z = clamp(v.z, minz, maxz);
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cull->position.x = Clamp(v.x, minx, maxx);
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cull->position.y = Clamp(v.y, miny, maxy);
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cull->position.z = Clamp(v.z, minz, maxz);
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cull->minx = minx;
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cull->maxx = maxx;
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cull->miny = miny;
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@ -958,11 +958,11 @@ CCullZone::FindTestPoints()
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// indices of center
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int x = ElementsX * (position.x-minx)/(maxx-minx);
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x = clamp(x, 0, ElementsX-1);
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x = Clamp(x, 0, ElementsX-1);
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int y = ElementsY * (position.y-miny)/(maxy-miny);
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y = clamp(y, 0, ElementsY-1);
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y = Clamp(y, 0, ElementsY-1);
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int z = ElementsZ * (position.z-minz)/(maxz-minz);
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z = clamp(z, 0, ElementsZ-1);
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z = Clamp(z, 0, ElementsZ-1);
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// Mark which test points inside the zone are not occupied by buildings.
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// To do this, mark the start point as free and do a food fill.
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@ -290,7 +290,7 @@ extern int strcasecmp(const char *str1, const char *str2);
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extern wchar *AllocUnicode(const char*src);
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#define clamp(v, low, high) ((v)<(low) ? (low) : (v)>(high) ? (high) : (v))
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#define Clamp(v, low, high) ((v)<(low) ? (low) : (v)>(high) ? (high) : (v))
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inline float sq(float x) { return x*x; }
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#define SQR(x) ((x) * (x))
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