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https://github.com/TerryCavanagh/VVVVVV.git
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Use SDL_abs instead of std::abs
This prevents issues when calling std::abs with a float on some older compilers. While it would normally be promoted to an int, std::abs is special due to being overloaded despite being a C function. This can cause errors due to the compiler being unable to find a float overload. SDL_abs doesn't have this problem, since it's a normal C function.
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2 changed files with 6 additions and 6 deletions
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@ -4389,8 +4389,8 @@ void entityclass::fixfriction( int t, float xfix, float xrate, float yrate )
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if (entities[t].vx > 6) entities[t].vx = 6.0f;
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if (entities[t].vx < -6) entities[t].vx = -6.0f;
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if (std::abs(entities[t].vx-xfix) <= xrate) entities[t].vx = xfix;
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if (std::abs(entities[t].vy) < yrate) entities[t].vy = 0;
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if (SDL_abs(entities[t].vx-xfix) <= xrate) entities[t].vx = xfix;
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if (SDL_abs(entities[t].vy) < yrate) entities[t].vy = 0;
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}
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void entityclass::applyfriction( int t, float xrate, float yrate )
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@ -4410,8 +4410,8 @@ void entityclass::applyfriction( int t, float xrate, float yrate )
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if (entities[t].vx > 6.00f) entities[t].vx = 6.0f;
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if (entities[t].vx < -6.00f) entities[t].vx = -6.0f;
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if (std::abs(entities[t].vx) < xrate) entities[t].vx = 0.0f;
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if (std::abs(entities[t].vy) < yrate) entities[t].vy = 0.0f;
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if (SDL_abs(entities[t].vx) < xrate) entities[t].vx = 0.0f;
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if (SDL_abs(entities[t].vy) < yrate) entities[t].vy = 0.0f;
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}
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void entityclass::updateentitylogic( int t )
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@ -1824,7 +1824,7 @@ void gameinput()
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if (game.activetele && game.readytotele > 20 && !game.intimetrial)
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{
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enter_already_processed = true;
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if(int(std::abs(obj.entities[ie].vx))<=1 && int(obj.entities[ie].vy)==0)
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if(int(SDL_abs(obj.entities[ie].vx))<=1 && int(obj.entities[ie].vy)==0)
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{
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//wait! space station 2 debug thingy
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if (game.teleportscript != "")
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@ -1890,7 +1890,7 @@ void gameinput()
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else if (INBOUNDS_VEC(game.activeactivity, obj.blocks))
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{
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enter_already_processed = true;
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if((int(std::abs(obj.entities[ie].vx))<=1) && (int(obj.entities[ie].vy) == 0) )
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if((int(SDL_abs(obj.entities[ie].vx))<=1) && (int(obj.entities[ie].vy) == 0) )
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{
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script.load(obj.blocks[game.activeactivity].script);
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obj.removeblock(game.activeactivity);
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