From bdd4b8c2b0ce4be986cb51a1dbc5d05db9a76867 Mon Sep 17 00:00:00 2001 From: SushiTee Date: Mon, 9 Dec 2013 14:00:24 +0100 Subject: [PATCH] fixed compiling using visual studio 2013 by renaming the round function --- src/base/math.h | 2 +- src/game/collision.h | 4 ++-- src/game/editor/layer_tiles.cpp | 2 +- src/game/gamecore.cpp | 16 ++++++++-------- src/game/server/entity.cpp | 4 ++-- 5 files changed, 14 insertions(+), 14 deletions(-) diff --git a/src/base/math.h b/src/base/math.h index d58dbf1..07b0639 100644 --- a/src/base/math.h +++ b/src/base/math.h @@ -20,7 +20,7 @@ inline float sign(float f) return f<0.0f?-1.0f:1.0f; } -inline int round(float f) +inline int round_to_int(float f) { if(f > 0) return (int)(f+0.5f); diff --git a/src/game/collision.h b/src/game/collision.h index d16f2d5..cad75bb 100644 --- a/src/game/collision.h +++ b/src/game/collision.h @@ -25,9 +25,9 @@ class CCollision CCollision(); void Init(class CLayers *pLayers); - bool CheckPoint(float x, float y) { return IsTileSolid(round(x), round(y)); } + bool CheckPoint(float x, float y) { return IsTileSolid(round_to_int(x), round_to_int(y)); } bool CheckPoint(vec2 Pos) { return CheckPoint(Pos.x, Pos.y); } - int GetCollisionAt(float x, float y) { return GetTile(round(x), round(y)); } + int GetCollisionAt(float x, float y) { return GetTile(round_to_int(x), round_to_int(y)); } int GetWidth() { return m_Width; }; int GetHeight() { return m_Height; }; int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision); diff --git a/src/game/editor/layer_tiles.cpp b/src/game/editor/layer_tiles.cpp index 032f391..0cdd760 100644 --- a/src/game/editor/layer_tiles.cpp +++ b/src/game/editor/layer_tiles.cpp @@ -248,7 +248,7 @@ void CLayerTiles::BrushFlipY() void CLayerTiles::BrushRotate(float Amount) { - int Rotation = (round(360.0f*Amount/(pi*2))/90)%4; // 0=0°, 1=90°, 2=180°, 3=270° + int Rotation = (round_to_int(360.0f*Amount/(pi*2))/90)%4; // 0=0°, 1=90°, 2=180°, 3=270° if(Rotation < 0) Rotation +=4; diff --git a/src/game/gamecore.cpp b/src/game/gamecore.cpp index d43492a..a325a53 100644 --- a/src/game/gamecore.cpp +++ b/src/game/gamecore.cpp @@ -401,17 +401,17 @@ void CCharacterCore::Move() void CCharacterCore::Write(CNetObj_CharacterCore *pObjCore) { - pObjCore->m_X = round(m_Pos.x); - pObjCore->m_Y = round(m_Pos.y); + pObjCore->m_X = round_to_int(m_Pos.x); + pObjCore->m_Y = round_to_int(m_Pos.y); - pObjCore->m_VelX = round(m_Vel.x*256.0f); - pObjCore->m_VelY = round(m_Vel.y*256.0f); + pObjCore->m_VelX = round_to_int(m_Vel.x*256.0f); + pObjCore->m_VelY = round_to_int(m_Vel.y*256.0f); pObjCore->m_HookState = m_HookState; pObjCore->m_HookTick = m_HookTick; - pObjCore->m_HookX = round(m_HookPos.x); - pObjCore->m_HookY = round(m_HookPos.y); - pObjCore->m_HookDx = round(m_HookDir.x*256.0f); - pObjCore->m_HookDy = round(m_HookDir.y*256.0f); + pObjCore->m_HookX = round_to_int(m_HookPos.x); + pObjCore->m_HookY = round_to_int(m_HookPos.y); + pObjCore->m_HookDx = round_to_int(m_HookDir.x*256.0f); + pObjCore->m_HookDy = round_to_int(m_HookDir.y*256.0f); pObjCore->m_HookedPlayer = m_HookedPlayer; pObjCore->m_Jumped = m_Jumped; pObjCore->m_Direction = m_Direction; diff --git a/src/game/server/entity.cpp b/src/game/server/entity.cpp index 788c3f4..3b47e02 100644 --- a/src/game/server/entity.cpp +++ b/src/game/server/entity.cpp @@ -51,6 +51,6 @@ int CEntity::NetworkClipped(int SnappingClient, vec2 CheckPos) bool CEntity::GameLayerClipped(vec2 CheckPos) { - return round(CheckPos.x)/32 < -200 || round(CheckPos.x)/32 > GameServer()->Collision()->GetWidth()+200 || - round(CheckPos.y)/32 < -200 || round(CheckPos.y)/32 > GameServer()->Collision()->GetHeight()+200 ? true : false; + return round_to_int(CheckPos.x)/32 < -200 || round_to_int(CheckPos.x)/32 > GameServer()->Collision()->GetWidth()+200 || + round_to_int(CheckPos.y)/32 < -200 || round_to_int(CheckPos.y)/32 > GameServer()->Collision()->GetHeight()+200 ? true : false; }