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fixed compiling using visual studio 2013 by renaming the round function
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22fe75245c
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13a128ef8c
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@ -20,7 +20,7 @@ inline float sign(float f)
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return f<0.0f?-1.0f:1.0f;
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}
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inline int round(float f)
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inline int round_to_int(float f)
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{
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if(f > 0)
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return (int)(f+0.5f);
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@ -88,7 +88,7 @@ void CHud::RenderPauseTimer()
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if(Seconds < 5)
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str_format(aBuf, sizeof(aBuf), "%.1f", Seconds);
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else
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str_format(aBuf, sizeof(aBuf), "%d", round(Seconds));
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str_format(aBuf, sizeof(aBuf), "%d", round_to_int(Seconds));
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}
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w = TextRender()->TextWidth(0, FontSize, aBuf, -1);
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TextRender()->Text(0, 150*Graphics()->ScreenAspect()+-w/2, 75, FontSize, aBuf, -1);
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@ -338,7 +338,7 @@ void CHud::RenderWarmupTimer()
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if(Seconds < 5)
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str_format(aBuf, sizeof(aBuf), "%.1f", Seconds);
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else
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str_format(aBuf, sizeof(aBuf), "%d", round(Seconds));
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str_format(aBuf, sizeof(aBuf), "%d", round_to_int(Seconds));
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}
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w = TextRender()->TextWidth(0, FontSize, aBuf, -1);
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TextRender()->Text(0, 150*Graphics()->ScreenAspect()+-w/2, 75, FontSize, aBuf, -1);
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@ -25,9 +25,9 @@ public:
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CCollision();
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void Init(class CLayers *pLayers);
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bool CheckPoint(float x, float y) { return IsTileSolid(round(x), round(y)); }
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bool CheckPoint(float x, float y) { return IsTileSolid(round_to_int(x), round_to_int(y)); }
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bool CheckPoint(vec2 Pos) { return CheckPoint(Pos.x, Pos.y); }
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int GetCollisionAt(float x, float y) { return GetTile(round(x), round(y)); }
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int GetCollisionAt(float x, float y) { return GetTile(round_to_int(x), round_to_int(y)); }
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int GetWidth() { return m_Width; };
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int GetHeight() { return m_Height; };
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int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
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@ -250,7 +250,7 @@ void CLayerTiles::BrushFlipY()
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void CLayerTiles::BrushRotate(float Amount)
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{
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int Rotation = (round(360.0f*Amount/(pi*2))/90)%4; // 0=0°, 1=90°, 2=180°, 3=270°
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int Rotation = (round_to_int(360.0f*Amount/(pi*2))/90)%4; // 0=0°, 1=90°, 2=180°, 3=270°
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if(Rotation < 0)
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Rotation +=4;
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@ -403,15 +403,15 @@ void CCharacterCore::Move()
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void CCharacterCore::Write(CNetObj_CharacterCore *pObjCore)
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{
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pObjCore->m_X = round(m_Pos.x);
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pObjCore->m_Y = round(m_Pos.y);
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pObjCore->m_X = round_to_int(m_Pos.x);
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pObjCore->m_Y = round_to_int(m_Pos.y);
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pObjCore->m_VelX = round(m_Vel.x*256.0f);
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pObjCore->m_VelY = round(m_Vel.y*256.0f);
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pObjCore->m_VelX = round_to_int(m_Vel.x*256.0f);
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pObjCore->m_VelY = round_to_int(m_Vel.y*256.0f);
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pObjCore->m_HookState = m_HookState;
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pObjCore->m_HookTick = m_HookTick;
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pObjCore->m_HookX = round(m_HookPos.x);
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pObjCore->m_HookY = round(m_HookPos.y);
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pObjCore->m_HookX = round_to_int(m_HookPos.x);
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pObjCore->m_HookY = round_to_int(m_HookPos.y);
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pObjCore->m_HookedPlayer = m_HookedPlayer;
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pObjCore->m_Jumped = m_Jumped;
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pObjCore->m_Direction = m_Direction;
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@ -52,6 +52,6 @@ int CEntity::NetworkClipped(int SnappingClient, vec2 CheckPos)
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bool CEntity::GameLayerClipped(vec2 CheckPos)
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{
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return round(CheckPos.x)/32 < -200 || round(CheckPos.x)/32 > GameServer()->Collision()->GetWidth()+200 ||
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round(CheckPos.y)/32 < -200 || round(CheckPos.y)/32 > GameServer()->Collision()->GetHeight()+200 ? true : false;
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return round_to_int(CheckPos.x)/32 < -200 || round_to_int(CheckPos.x)/32 > GameServer()->Collision()->GetWidth()+200 ||
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round_to_int(CheckPos.y)/32 < -200 || round_to_int(CheckPos.y)/32 > GameServer()->Collision()->GetHeight()+200 ? true : false;
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}
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