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https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
Fix conflicts with std::swap.
This commit is contained in:
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c59809b16e
commit
be49946fbe
@ -943,7 +943,7 @@ static unsigned char ComputeDistanceFade( C_BaseEntity *pEntity, float flMinDist
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if( flMinDist > flMaxDist )
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{
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swap( flMinDist, flMaxDist );
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V_swap( flMinDist, flMaxDist );
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}
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// If a negative value is provided for the min fade distance, then base it off the max.
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@ -1722,8 +1722,8 @@ void CClientLeafSystem::SortEntities( const Vector &vecRenderOrigin, const Vecto
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{
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if( dists[i] > dists[i+stepSize] )
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{
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swap( pEntities[i], pEntities[i+stepSize] );
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swap( dists[i], dists[i+stepSize] );
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V_swap( pEntities[i], pEntities[i+stepSize] );
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V_swap( dists[i], dists[i+stepSize] );
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if( i == 0 )
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{
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@ -1138,7 +1138,7 @@ void CVisibleShadowList::PrioritySort()
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flLargestArea = m_ShadowsInView[nIndex].m_flArea;
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}
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}
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swap( m_PriorityIndex[i], m_PriorityIndex[nLargestInd] );
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V_swap( m_PriorityIndex[i], m_PriorityIndex[nLargestInd] );
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}
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}
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@ -1613,7 +1613,7 @@ void CDetailObjectSystem::UnserializeDetailSprites( CUtlBuffer& buf )
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buf.Get( &m_DetailSpriteDict[i], sizeof(DetailSpriteDictLump_t) );
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int flipi = m_DetailSpriteDictFlipped.AddToTail();
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m_DetailSpriteDictFlipped[flipi] = m_DetailSpriteDict[i];
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swap( m_DetailSpriteDictFlipped[flipi].m_TexUL.x, m_DetailSpriteDictFlipped[flipi].m_TexLR.x );
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V_swap( m_DetailSpriteDictFlipped[flipi].m_TexUL.x, m_DetailSpriteDictFlipped[flipi].m_TexLR.x );
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}
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}
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@ -821,7 +821,7 @@ void CNPC_Advisor::RunTask( const Task_t *pTask )
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// swap them if necessary (1 must be the bottom)
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if (m_levitateCallback.m_vecGoalPos1.z > m_levitateCallback.m_vecGoalPos2.z)
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{
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swap(m_levitateCallback.m_vecGoalPos1,m_levitateCallback.m_vecGoalPos2);
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V_swap(m_levitateCallback.m_vecGoalPos1,m_levitateCallback.m_vecGoalPos2);
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}
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m_levitateCallback.m_flFloat = 0.06f; // this is an absolute accumulation upon gravity
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@ -1626,13 +1626,13 @@ void CPropJeepEpisodic::InputOutsideTransition( inputdata_t &inputdata )
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VectorRotate( vecSurroundMaxs, vecTeleportAngles, vecMaxs );
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if ( vecMaxs.x < vecMins.x )
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swap( vecMins.x, vecMaxs.x );
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V_swap( vecMins.x, vecMaxs.x );
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if ( vecMaxs.y < vecMins.y )
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swap( vecMins.y, vecMaxs.y );
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V_swap( vecMins.y, vecMaxs.y );
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if ( vecMaxs.z < vecMins.z )
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swap( vecMins.z, vecMaxs.z );
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V_swap( vecMins.z, vecMaxs.z );
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// Move up
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vecTeleportPos.z += ( vecMaxs.z - vecMins.z );
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@ -536,7 +536,7 @@ bool CFilterEnemy::PassesProximityFilter( CBaseEntity *pCaller, CBaseEntity *pEn
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float flSmallerRadius = m_flRadius;
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if ( flSmallerRadius > flLargerRadius )
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{
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swap( flLargerRadius, flSmallerRadius );
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V_swap( flLargerRadius, flSmallerRadius );
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}
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float flDist;
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@ -1843,7 +1843,7 @@ void CNPC_AttackHelicopter::ShootAtPlayer( const Vector &vBasePos, const Vector
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for ( i = 0; i < nActualTargets; ++i )
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{
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int nSwap = random->RandomInt( 0, nActualTargets - 1 );
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swap( ppNearbyTargets[i], ppNearbyTargets[nSwap] );
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V_swap( ppNearbyTargets[i], ppNearbyTargets[nSwap] );
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}
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// Just shoot where we're facing
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@ -2120,7 +2120,7 @@ void CNPC_AttackHelicopter::ShootAtVehicle( const Vector &vBasePos, const Vector
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for ( i = 0; i < nActualTargets; ++i )
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{
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int nSwap = random->RandomInt( 0, nActualTargets - 1 );
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swap( ppNearbyTargets[i], ppNearbyTargets[nSwap] );
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V_swap( ppNearbyTargets[i], ppNearbyTargets[nSwap] );
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}
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// Just shoot where we're facing
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@ -355,7 +355,7 @@ void CNPC_CombineCamera::Spawn()
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if (m_nOuterRadius < m_nInnerRadius)
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{
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swap(m_nOuterRadius, m_nInnerRadius);
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V_swap(m_nOuterRadius, m_nInnerRadius);
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}
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// Do we start active?
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@ -1117,17 +1117,17 @@ void CNPC_CombineCamera::SetHeight(float height)
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if (mins.x > maxs.x)
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{
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swap(mins.x, maxs.x);
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V_swap(mins.x, maxs.x);
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}
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if (mins.y > maxs.y)
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{
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swap(mins.y, maxs.y);
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V_swap(mins.y, maxs.y);
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}
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if (mins.z > maxs.z)
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{
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swap(mins.z, maxs.z);
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V_swap(mins.z, maxs.z);
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}
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SetCollisionBounds(mins, maxs);
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@ -1093,17 +1093,17 @@ void CNPC_CeilingTurret::SetHeight( float height )
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if ( mins.x > maxs.x )
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{
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swap( mins.x, maxs.x );
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V_swap( mins.x, maxs.x );
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}
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if ( mins.y > maxs.y )
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{
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swap( mins.y, maxs.y );
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V_swap( mins.y, maxs.y );
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}
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if ( mins.z > maxs.z )
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{
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swap( mins.z, maxs.z );
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V_swap( mins.z, maxs.z );
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}
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SetCollisionBounds( mins, maxs );
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@ -562,7 +562,7 @@ void CHLTVDirector::CreateShotFromEvent( CGameEvent *event )
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// if we show ineye view, show it more likely from killer
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if ( RandomFloat(0,1) > (bInEye?0.3f:0.7f) )
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{
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swap( attacker, victim );
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V_swap( attacker, victim );
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}
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// hurting a victim is shown as chase more often
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@ -1280,7 +1280,7 @@ IPhysicsConstraint *CPhysSlideConstraint::CreateConstraint( IPhysicsConstraintGr
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sliding.limitMax = DotProduct( axisDirection, m_axisEnd );
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if ( sliding.limitMax < sliding.limitMin )
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{
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swap( sliding.limitMin, sliding.limitMax );
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V_swap( sliding.limitMin, sliding.limitMax );
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}
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// expand limits to make initial position of the attached object valid
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@ -4789,7 +4789,7 @@ void CPropDoorRotating::Spawn()
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// that the model already be set.
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if ( IsHingeOnLeft() )
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{
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swap( m_angRotationOpenForward, m_angRotationOpenBack );
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V_swap( m_angRotationOpenForward, m_angRotationOpenBack );
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}
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// Figure out our volumes of movement as this door opens
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@ -637,7 +637,7 @@ bool CGameRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
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if ( collisionGroup0 > collisionGroup1 )
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{
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// swap so that lowest is always first
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swap(collisionGroup0,collisionGroup1);
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V_swap(collisionGroup0,collisionGroup1);
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}
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#ifndef HL2MP
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@ -866,7 +866,7 @@ bool CHL2MPRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
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if ( collisionGroup0 > collisionGroup1 )
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{
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// swap so that lowest is always first
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swap(collisionGroup0,collisionGroup1);
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V_swap(collisionGroup0,collisionGroup1);
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}
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if ( (collisionGroup0 == COLLISION_GROUP_PLAYER || collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT) &&
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@ -295,7 +295,7 @@ bool CSDKGameRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
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if ( collisionGroup0 > collisionGroup1 )
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{
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// swap so that lowest is always first
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swap(collisionGroup0,collisionGroup1);
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V_swap(collisionGroup0,collisionGroup1);
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}
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//Don't stand on COLLISION_GROUP_WEAPON
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@ -380,9 +380,9 @@ void MatrixInvert( const matrix3x4_t& in, matrix3x4_t& out )
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Assert( s_bMathlibInitialized );
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if ( &in == &out )
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{
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swap(out[0][1],out[1][0]);
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swap(out[0][2],out[2][0]);
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swap(out[1][2],out[2][1]);
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V_swap(out[0][1],out[1][0]);
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V_swap(out[0][2],out[2][0]);
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V_swap(out[1][2],out[2][1]);
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}
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else
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{
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@ -1264,18 +1264,18 @@ bool SolveInverseQuadraticMonotonic( float x1, float y1, float x2, float y2, flo
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// first, sort parameters
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if (x1>x2)
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{
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swap(x1,x2);
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swap(y1,y2);
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V_swap(x1,x2);
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V_swap(y1,y2);
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}
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if (x2>x3)
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{
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swap(x2,x3);
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swap(y2,y3);
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V_swap(x2,x3);
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V_swap(y2,y3);
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}
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if (x1>x2)
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{
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swap(x1,x2);
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swap(y1,y2);
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V_swap(x1,x2);
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V_swap(y1,y2);
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}
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// this code is not fast. what it does is when the curve would be non-monotonic, slowly shifts
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// the center point closer to the linear line between the endpoints. Should anyone need htis
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@ -608,7 +608,7 @@ template<> FORCEINLINE QAngleByValue Lerp<QAngleByValue>( float flPercent, const
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// Swap two of anything.
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template <class T>
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FORCEINLINE void swap( T& x, T& y )
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FORCEINLINE void V_swap( T& x, T& y )
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{
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T temp = x;
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x = y;
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@ -1452,7 +1452,7 @@ inline void CParticleCollection::SwapPosAndPrevPos( void )
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{
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// strides better be the same!
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Assert( m_nParticleFloatStrides[PARTICLE_ATTRIBUTE_XYZ] == m_nParticleFloatStrides[ PARTICLE_ATTRIBUTE_PREV_XYZ ] );
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swap( m_pParticleAttributes[ PARTICLE_ATTRIBUTE_XYZ ], m_pParticleAttributes[ PARTICLE_ATTRIBUTE_PREV_XYZ ] );
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V_swap( m_pParticleAttributes[ PARTICLE_ATTRIBUTE_XYZ ], m_pParticleAttributes[ PARTICLE_ATTRIBUTE_PREV_XYZ ] );
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}
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inline void CParticleCollection::LoanKillListTo( CParticleCollection *pBorrower ) const
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@ -137,10 +137,10 @@ CUtlBlockMemory<T,I>::~CUtlBlockMemory()
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template< class T, class I >
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void CUtlBlockMemory<T,I>::Swap( CUtlBlockMemory< T, I > &mem )
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{
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swap( m_pMemory, mem.m_pMemory );
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swap( m_nBlocks, mem.m_nBlocks );
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swap( m_nIndexMask, mem.m_nIndexMask );
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swap( m_nIndexShift, mem.m_nIndexShift );
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V_swap( m_pMemory, mem.m_pMemory );
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V_swap( m_nBlocks, mem.m_nBlocks );
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V_swap( m_nIndexMask, mem.m_nIndexMask );
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V_swap( m_nIndexShift, mem.m_nIndexShift );
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}
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@ -181,9 +181,9 @@ CUtlFixedMemory<T>::~CUtlFixedMemory()
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template< class T >
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void CUtlFixedMemory<T>::Swap( CUtlFixedMemory< T > &mem )
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{
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swap( m_pBlocks, mem.m_pBlocks );
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swap( m_nAllocationCount, mem.m_nAllocationCount );
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swap( m_nGrowSize, mem.m_nGrowSize );
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V_swap( m_pBlocks, mem.m_pBlocks );
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V_swap( m_nAllocationCount, mem.m_nAllocationCount );
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V_swap( m_nGrowSize, mem.m_nGrowSize );
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}
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@ -327,9 +327,9 @@ void CUtlMemory<T,I>::Init( int nGrowSize /*= 0*/, int nInitSize /*= 0*/ )
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template< class T, class I >
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void CUtlMemory<T,I>::Swap( CUtlMemory<T,I> &mem )
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{
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swap( m_nGrowSize, mem.m_nGrowSize );
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swap( m_pMemory, mem.m_pMemory );
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swap( m_nAllocationCount, mem.m_nAllocationCount );
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V_swap( m_nGrowSize, mem.m_nGrowSize );
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V_swap( m_pMemory, mem.m_pMemory );
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V_swap( m_nAllocationCount, mem.m_nAllocationCount );
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}
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@ -1547,12 +1547,12 @@ template < class T, class I, typename L, class M >
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void CUtlRBTree<T, I, L, M>::Swap( CUtlRBTree< T, I, L > &that )
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{
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m_Elements.Swap( that.m_Elements );
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swap( m_LessFunc, that.m_LessFunc );
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swap( m_Root, that.m_Root );
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swap( m_NumElements, that.m_NumElements );
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swap( m_FirstFree, that.m_FirstFree );
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swap( m_pElements, that.m_pElements );
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swap( m_LastAlloc, that.m_LastAlloc );
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V_swap( m_LessFunc, that.m_LessFunc );
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V_swap( m_Root, that.m_Root );
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V_swap( m_NumElements, that.m_NumElements );
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V_swap( m_FirstFree, that.m_FirstFree );
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V_swap( m_pElements, that.m_pElements );
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V_swap( m_LastAlloc, that.m_LastAlloc );
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Assert( IsValid() );
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Assert( m_Elements.IsValidIterator( m_LastAlloc ) || ( m_NumElements == 0 && m_FirstFree == InvalidIndex() ) );
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}
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@ -415,7 +415,7 @@ void CUtlVector<T, A>::Sort( int (__cdecl *pfnCompare)(const T *, const T *) )
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{
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if ( pfnCompare( &Element( j - 1 ), &Element( j ) ) < 0 )
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{
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swap( Element( j - 1 ), Element( j ) );
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V_swap( Element( j - 1 ), Element( j ) );
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}
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}
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}
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@ -605,8 +605,8 @@ template< typename T, class A >
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void CUtlVector<T, A>::Swap( CUtlVector< T, A > &vec )
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{
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m_Memory.Swap( vec.m_Memory );
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swap( m_Size, vec.m_Size );
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swap( m_pElements, vec.m_pElements );
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V_swap( m_Size, vec.m_Size );
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V_swap( m_pElements, vec.m_pElements );
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}
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template< typename T, class A >
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@ -365,7 +365,7 @@ STRIPLIST::iterator FindBestCachedStrip(STRIPLIST *pstriplist,
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// make sure we keep the list in order and always pull off
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// the first dude.
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if(istriplistbest != pstriplist->begin())
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swap(*istriplistbest, *pstriplist->begin());
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V_swap(*istriplistbest, *pstriplist->begin());
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return pstriplist->begin();
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}
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@ -207,7 +207,7 @@ CDispMeshEvent::CDispMeshEvent( unsigned short *pIndices, int indexCount, CCoreD
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}
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for ( int i = 0; i < indexCount/2; i++ )
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{
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swap( pIndices[i], pIndices[(indexCount-i)-1] );
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V_swap( pIndices[i], pIndices[(indexCount-i)-1] );
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}
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int count = maxIndex + 1;
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m_verts.SetCount( count );
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