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mirror of https://github.com/alliedmodders/hl2sdk.git synced 2024-12-22 17:47:38 +08:00

Resolve conflicts with std::swap.

This commit is contained in:
David Anderson 2020-06-01 22:17:46 -07:00
parent a36308b0bf
commit 8150a7d9bc
14 changed files with 21 additions and 21 deletions

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@ -828,7 +828,7 @@ static unsigned char ComputeDistanceFade( C_BaseEntity *pEntity, float flMinDist
if( flMinDist > flMaxDist )
{
swap( flMinDist, flMaxDist );
V_swap( flMinDist, flMaxDist );
}
// If a negative value is provided for the min fade distance, then base it off the max.

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@ -3459,7 +3459,7 @@ void CVisibleShadowList::PrioritySort()
flLargestArea = m_ShadowsInView[nIndex].m_flArea;
}
}
swap( m_PriorityIndex[i], m_PriorityIndex[nLargestInd] );
V_swap( m_PriorityIndex[i], m_PriorityIndex[nLargestInd] );
}
}

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@ -507,8 +507,8 @@ void SortEntities( CRenderList::CEntry *pEntities, int nEntities )
{
if( dists[i] > dists[i+stepSize] )
{
swap( pEntities[i], pEntities[i+stepSize] );
swap( dists[i], dists[i+stepSize] );
V_swap( pEntities[i], pEntities[i+stepSize] );
V_swap( dists[i], dists[i+stepSize] );
if( i == 0 )
{

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@ -503,7 +503,7 @@ bool CFilterEnemy::PassesProximityFilter( CBaseEntity *pCaller, CBaseEntity *pEn
float flSmallerRadius = m_flRadius;
if ( flSmallerRadius > flLargerRadius )
{
swap( flLargerRadius, flSmallerRadius );
V_swap( flLargerRadius, flSmallerRadius );
}
float flDist;

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@ -1669,7 +1669,7 @@ void CNPC_AttackHelicopter::ShootAtPlayer( const Vector &vBasePos, const Vector
for ( i = 0; i < nActualTargets; ++i )
{
int nSwap = random->RandomInt( 0, nActualTargets - 1 );
swap( ppNearbyTargets[i], ppNearbyTargets[nSwap] );
V_swap( ppNearbyTargets[i], ppNearbyTargets[nSwap] );
}
// Just shoot where we're facing
@ -1906,7 +1906,7 @@ void CNPC_AttackHelicopter::ShootAtVehicle( const Vector &vBasePos, const Vector
for ( i = 0; i < nActualTargets; ++i )
{
int nSwap = random->RandomInt( 0, nActualTargets - 1 );
swap( ppNearbyTargets[i], ppNearbyTargets[nSwap] );
V_swap( ppNearbyTargets[i], ppNearbyTargets[nSwap] );
}
// Just shoot where we're facing

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@ -355,7 +355,7 @@ void CNPC_CombineCamera::Spawn()
if (m_nOuterRadius < m_nInnerRadius)
{
swap(m_nOuterRadius, m_nInnerRadius);
V_swap(m_nOuterRadius, m_nInnerRadius);
}
// Do we start active?
@ -1117,17 +1117,17 @@ void CNPC_CombineCamera::SetHeight(float height)
if (mins.x > maxs.x)
{
swap(mins.x, maxs.x);
V_swap(mins.x, maxs.x);
}
if (mins.y > maxs.y)
{
swap(mins.y, maxs.y);
V_swap(mins.y, maxs.y);
}
if (mins.z > maxs.z)
{
swap(mins.z, maxs.z);
V_swap(mins.z, maxs.z);
}
SetCollisionBounds(mins, maxs);

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@ -1093,17 +1093,17 @@ void CNPC_CeilingTurret::SetHeight( float height )
if ( mins.x > maxs.x )
{
swap( mins.x, maxs.x );
V_swap( mins.x, maxs.x );
}
if ( mins.y > maxs.y )
{
swap( mins.y, maxs.y );
V_swap( mins.y, maxs.y );
}
if ( mins.z > maxs.z )
{
swap( mins.z, maxs.z );
V_swap( mins.z, maxs.z );
}
SetCollisionBounds( mins, maxs );

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@ -555,7 +555,7 @@ void CHLTVDirector::CreateShotFromEvent( CGameEvent *event )
// if we show ineye view, show it more likely from killer
if ( RandomFloat(0,1) > (bInEye?0.3f:0.7f) )
{
swap( attacker, victim );
V_swap( attacker, victim );
}
// hurting a victim is shown as chase more often

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@ -830,7 +830,7 @@ IPhysicsConstraint *CPhysSlideConstraint::CreateConstraint( IPhysicsConstraintGr
sliding.limitMax = DotProduct( axisDirection, m_axisEnd );
if ( sliding.limitMax < sliding.limitMin )
{
swap( sliding.limitMin, sliding.limitMax );
V_swap( sliding.limitMin, sliding.limitMax );
}
// expand limits to make initial position of the attached object valid

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@ -4571,7 +4571,7 @@ void CPropDoorRotating::Spawn()
// that the model already be set.
if ( IsHingeOnLeft() )
{
swap( m_angRotationOpenForward, m_angRotationOpenBack );
V_swap( m_angRotationOpenForward, m_angRotationOpenBack );
}
// Figure out our volumes of movement as this door opens

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@ -580,7 +580,7 @@ bool CGameRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
if ( collisionGroup0 > collisionGroup1 )
{
// swap so that lowest is always first
swap(collisionGroup0,collisionGroup1);
V_swap(collisionGroup0,collisionGroup1);
}
#ifndef HL2MP

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@ -866,7 +866,7 @@ bool CHL2MPRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
if ( collisionGroup0 > collisionGroup1 )
{
// swap so that lowest is always first
swap(collisionGroup0,collisionGroup1);
V_swap(collisionGroup0,collisionGroup1);
}
if ( (collisionGroup0 == COLLISION_GROUP_PLAYER || collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT) &&

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@ -315,7 +315,7 @@ bool CSDKGameRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
if ( collisionGroup0 > collisionGroup1 )
{
// swap so that lowest is always first
swap(collisionGroup0,collisionGroup1);
V_swap(collisionGroup0,collisionGroup1);
}
//Don't stand on COLLISION_GROUP_WEAPON

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@ -362,7 +362,7 @@ STRIPLIST::iterator FindBestCachedStrip(STRIPLIST *pstriplist,
// make sure we keep the list in order and always pull off
// the first dude.
if(istriplistbest != pstriplist->begin())
swap(*istriplistbest, *pstriplist->begin());
V_swap(*istriplistbest, *pstriplist->begin());
return pstriplist->begin();
}