[iortcw] 297/497: All: Fix compiler warnings about use of abs

Simon McVittie smcv at debian.org
Fri Sep 8 10:37:11 UTC 2017


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smcv pushed a commit to annotated tag 1.42d
in repository iortcw.

commit 3a90cd378c36a3d41242df225f6811311bb64db6
Author: M4N4T4RMS at gmail.com <M4N4T4RMS at gmail.com@e65d2741-a53d-b2dc-ae96-bb75fa5e4c4a>
Date:   Tue Feb 17 09:38:55 2015 +0000

    All: Fix compiler warnings about use of abs
---
 MP/code/botlib/be_aas_entity.c        | 4 ++--
 MP/code/botlib/be_aas_move.c          | 2 +-
 MP/code/botlib/be_aas_reach.c         | 8 ++++----
 MP/code/botlib/be_ai_move.c           | 2 +-
 MP/code/botlib/l_precomp.c            | 6 +++---
 MP/code/cgame/cg_flamethrower.c       | 2 +-
 MP/code/cgame/cg_weapons.c            | 2 +-
 MP/code/client/cl_cin.c               | 2 +-
 MP/code/client/cl_input.c             | 4 ++--
 MP/code/game/ai_cast_funcs.c          | 6 +++---
 MP/code/game/ai_cast_script_actions.c | 6 +++---
 MP/code/game/ai_main.c                | 4 ++--
 MP/code/rend2/tr_main.c               | 4 ++--
 MP/code/ui/ui_shared.c                | 8 ++++----
 SP/code/botlib/be_aas_entity.c        | 4 ++--
 SP/code/botlib/be_aas_move.c          | 2 +-
 SP/code/botlib/be_aas_reach.c         | 8 ++++----
 SP/code/botlib/be_ai_move.c           | 2 +-
 SP/code/botlib/l_precomp.c            | 6 +++---
 SP/code/cgame/cg_flamethrower.c       | 2 +-
 SP/code/cgame/cg_weapons.c            | 2 +-
 SP/code/client/cl_cin.c               | 2 +-
 SP/code/client/cl_input.c             | 4 ++--
 SP/code/game/ai_cast_funcs.c          | 6 +++---
 SP/code/game/ai_cast_script_actions.c | 6 +++---
 SP/code/game/ai_main.c                | 4 ++--
 SP/code/rend2/tr_main.c               | 4 ++--
 SP/code/ui/ui_shared.c                | 8 ++++----
 28 files changed, 60 insertions(+), 60 deletions(-)

diff --git a/MP/code/botlib/be_aas_entity.c b/MP/code/botlib/be_aas_entity.c
index f47af04..a842e5f 100644
--- a/MP/code/botlib/be_aas_entity.c
+++ b/MP/code/botlib/be_aas_entity.c
@@ -351,8 +351,8 @@ int AAS_NearestEntity( vec3_t origin, int modelindex ) {
 			continue;
 		}
 		VectorSubtract( ent->i.origin, origin, dir );
-		if ( abs( dir[0] ) < 40 ) {
-			if ( abs( dir[1] ) < 40 ) {
+		if ( fabs( dir[0] ) < 40 ) {
+			if ( fabs( dir[1] ) < 40 ) {
 				dist = VectorLength( dir );
 				if ( dist < bestdist ) {
 					bestdist = dist;
diff --git a/MP/code/botlib/be_aas_move.c b/MP/code/botlib/be_aas_move.c
index a66247b..7e23be3 100644
--- a/MP/code/botlib/be_aas_move.c
+++ b/MP/code/botlib/be_aas_move.c
@@ -160,7 +160,7 @@ int AAS_AgainstLadder( vec3_t origin, int ms_areanum ) {
 		//get the plane the face is in
 		plane = &( *aasworld ).planes[face->planenum ^ side];
 		//if the origin is pretty close to the plane
-		if ( abs( DotProduct( plane->normal, origin ) - plane->dist ) < 3 ) {
+		if ( fabs( DotProduct( plane->normal, origin ) - plane->dist ) < 3 ) {
 			if ( AAS_PointInsideFace( abs( facenum ), origin, 0.1 ) ) {
 				return qtrue;
 			}
diff --git a/MP/code/botlib/be_aas_reach.c b/MP/code/botlib/be_aas_reach.c
index 6dc4e95..0f209c5 100644
--- a/MP/code/botlib/be_aas_reach.c
+++ b/MP/code/botlib/be_aas_reach.c
@@ -2335,8 +2335,8 @@ int AAS_Reachability_Ladder( int area1num, int area2num ) {
 		VectorMA( area1point, -32, dir, area1point );
 		VectorMA( area2point, 32, dir, area2point );
 		//
-		ladderface1vertical = abs( DotProduct( plane1->normal, up ) ) < 0.1;
-		ladderface2vertical = abs( DotProduct( plane2->normal, up ) ) < 0.1;
+		ladderface1vertical = fabs( DotProduct( plane1->normal, up ) ) < 0.1;
+		ladderface2vertical = fabs( DotProduct( plane2->normal, up ) ) < 0.1;
 		//there's only reachability between vertical ladder faces
 		if ( !ladderface1vertical && !ladderface2vertical ) {
 			return qfalse;
@@ -2346,7 +2346,7 @@ int AAS_Reachability_Ladder( int area1num, int area2num ) {
 			 //and the ladder faces do not make a sharp corner
 			 && DotProduct( plane1->normal, plane2->normal ) > 0.7
 			 //and the shared edge is not too vertical
-			 && abs( DotProduct( sharededgevec, up ) ) < 0.7 ) {
+			 && fabs( DotProduct( sharededgevec, up ) ) < 0.7 ) {
 			//create a new reachability link
 			lreach = AAS_AllocReachability();
 			if ( !lreach ) {
@@ -2473,7 +2473,7 @@ int AAS_Reachability_Ladder( int area1num, int area2num ) {
 				//
 				if ( face2->faceflags & FACE_LADDER ) {
 					plane2 = &( *aasworld ).planes[face2->planenum];
-					if ( abs( DotProduct( plane2->normal, up ) ) < 0.1 ) {
+					if ( fabs( DotProduct( plane2->normal, up ) ) < 0.1 ) {
 						break;
 					}
 				} //end if
diff --git a/MP/code/botlib/be_ai_move.c b/MP/code/botlib/be_ai_move.c
index ed506d6..88525da 100644
--- a/MP/code/botlib/be_ai_move.c
+++ b/MP/code/botlib/be_ai_move.c
@@ -2071,7 +2071,7 @@ bot_moveresult_t BotTravel_Elevator( bot_movestate_t *ms, aas_reachability_t *re
 		botimport.Print( PRT_MESSAGE, "bot on elevator\n" );
 #endif //DEBUG_ELEVATOR
 	   //if vertically not too far from the end point
-		if ( abs( ms->origin[2] - reach->end[2] ) < sv_maxbarrier ) {
+		if ( fabs( ms->origin[2] - reach->end[2] ) < sv_maxbarrier ) {
 #ifdef DEBUG_ELEVATOR
 			botimport.Print( PRT_MESSAGE, "bot moving to end\n" );
 #endif //DEBUG_ELEVATOR
diff --git a/MP/code/botlib/l_precomp.c b/MP/code/botlib/l_precomp.c
index 808be8b..8f51340 100644
--- a/MP/code/botlib/l_precomp.c
+++ b/MP/code/botlib/l_precomp.c
@@ -2429,7 +2429,7 @@ int PC_Directive_eval( source_t *source ) {
 	token.whitespace_p = source->scriptstack->script_p;
 	token.endwhitespace_p = source->scriptstack->script_p;
 	token.linescrossed = 0;
-	sprintf( token.string, "%d", abs( value ) );
+	sprintf( token.string, "%ld", labs( value ) );
 	token.type = TT_NUMBER;
 	token.subtype = TT_INTEGER | TT_LONG | TT_DECIMAL;
 	PC_UnreadSourceToken( source, &token );
@@ -2535,11 +2535,11 @@ int PC_DollarDirective_evalint( source_t *source ) {
 	token.whitespace_p = source->scriptstack->script_p;
 	token.endwhitespace_p = source->scriptstack->script_p;
 	token.linescrossed = 0;
-	sprintf( token.string, "%d", abs( value ) );
+	sprintf( token.string, "%ld", labs( value ) );
 	token.type = TT_NUMBER;
 	token.subtype = TT_INTEGER | TT_LONG | TT_DECIMAL;
 #ifdef NUMBERVALUE
-	token.intvalue = abs(value);
+	token.intvalue = labs(value);
 	token.floatvalue = token.intvalue;
 #endif //NUMBERVALUE
 	PC_UnreadSourceToken( source, &token );
diff --git a/MP/code/cgame/cg_flamethrower.c b/MP/code/cgame/cg_flamethrower.c
index cc8fa7f..559d0d5 100644
--- a/MP/code/cgame/cg_flamethrower.c
+++ b/MP/code/cgame/cg_flamethrower.c
@@ -1100,7 +1100,7 @@ void CG_AddFlameToScene( flameChunk_t *fHead ) {
 			while ( fNext && !droppedTrail ) {
 				if ( ( Distance( f->org, fNext->org ) < ( ( 0.1 + 0.9 * f->lifeFrac ) * f->size * 0.35 ) )
 					 &&  ( fabs( f->size - fNext->size ) < ( 40.0 ) )
-					 &&  ( fabs( f->timeStart - fNext->timeStart ) < 100 )
+					 &&  ( abs( f->timeStart - fNext->timeStart ) < 100 )
 					 &&  ( DotProduct( f->velDir, fNext->velDir ) > 0.99 )
 					 ) {
 					if ( !droppedTrail ) {
diff --git a/MP/code/cgame/cg_weapons.c b/MP/code/cgame/cg_weapons.c
index 8229c90..c1b15bd 100644
--- a/MP/code/cgame/cg_weapons.c
+++ b/MP/code/cgame/cg_weapons.c
@@ -1775,7 +1775,7 @@ static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) {
 		VectorMA( origin, angles[ROLL], right, origin );
 
 		// pitch the gun down a bit to show that firing is not allowed when leaning
-		angles[PITCH] += ( abs( cg.predictedPlayerState.leanf ) / 2.0f );
+		angles[PITCH] += ( fabs( cg.predictedPlayerState.leanf ) / 2.0f );
 
 		// this gives you some impression that the weapon stays in relatively the same
 		// position while you lean, so you appear to 'peek' over the weapon
diff --git a/MP/code/client/cl_cin.c b/MP/code/client/cl_cin.c
index d275b10..57deecc 100644
--- a/MP/code/client/cl_cin.c
+++ b/MP/code/client/cl_cin.c
@@ -1410,7 +1410,7 @@ e_status CIN_RunCinematic( int handle ) {
 	}
 
 	thisTime = CL_ScaledMilliseconds();
-	if ( cinTable[currentHandle].shader && ( abs( thisTime - cinTable[currentHandle].lastTime ) ) > 100 ) {
+	if ( cinTable[currentHandle].shader && ( thisTime - cinTable[currentHandle].lastTime ) > 100 ) {
 		cinTable[currentHandle].startTime += thisTime - cinTable[currentHandle].lastTime;
 	}
 	cinTable[currentHandle].tfps = ( ( ( CL_ScaledMilliseconds() - cinTable[currentHandle].startTime ) * 3 ) / 100 );
diff --git a/MP/code/client/cl_input.c b/MP/code/client/cl_input.c
index 5a2ff89..ffe0b08 100644
--- a/MP/code/client/cl_input.c
+++ b/MP/code/client/cl_input.c
@@ -702,10 +702,10 @@ usercmd_t CL_CreateCmd( void ) {
 	// draw debug graphs of turning for mouse testing
 	if ( cl_debugMove->integer ) {
 		if ( cl_debugMove->integer == 1 ) {
-			SCR_DebugGraph( abs(cl.viewangles[YAW] - oldAngles[YAW]) );
+			SCR_DebugGraph( fabs(cl.viewangles[YAW] - oldAngles[YAW]) );
 		}
 		if ( cl_debugMove->integer == 2 ) {
-			SCR_DebugGraph( abs(cl.viewangles[PITCH] - oldAngles[PITCH]) );
+			SCR_DebugGraph( fabs(cl.viewangles[PITCH] - oldAngles[PITCH]) );
 		}
 	}
 
diff --git a/MP/code/game/ai_cast_funcs.c b/MP/code/game/ai_cast_funcs.c
index ba4ccb3..b89adf5 100644
--- a/MP/code/game/ai_cast_funcs.c
+++ b/MP/code/game/ai_cast_funcs.c
@@ -464,7 +464,7 @@ char *AIFunc_Idle( cast_state_t *cs ) {
 
 				cs->idleYaw = AICast_GetRandomViewAngle( cs, 512 );
 
-				if ( abs( AngleDelta( cs->idleYaw, cs->bs->ideal_viewangles[YAW] ) ) < 45 ) {
+				if ( fabs( AngleDelta( cs->idleYaw, cs->bs->ideal_viewangles[YAW] ) ) < 45 ) {
 					cs->nextIdleAngleChange = level.time + 1000 + rand() % 2500;
 				} else { // do really fast
 					cs->nextIdleAngleChange = level.time + 500;
@@ -743,7 +743,7 @@ char *AIFunc_InspectFriendly( cast_state_t *cs ) {
 
 			cs->idleYaw = AICast_GetRandomViewAngle( cs, 512 );
 
-			if ( abs( AngleDelta( cs->idleYaw, cs->bs->ideal_viewangles[YAW] ) ) < 45 ) {
+			if ( fabs( AngleDelta( cs->idleYaw, cs->bs->ideal_viewangles[YAW] ) ) < 45 ) {
 				cs->nextIdleAngleChange = level.time + 1000 + rand() % 2500;
 			} else { // do really fast
 				cs->nextIdleAngleChange = level.time + 500;
@@ -2297,7 +2297,7 @@ char *AIFunc_BattleAmbush( cast_state_t *cs ) {
 
 				cs->idleYaw = AICast_GetRandomViewAngle( cs, 512 );
 
-				if ( abs( AngleDelta( cs->idleYaw, cs->bs->ideal_viewangles[YAW] ) ) < 45 ) {
+				if ( fabs( AngleDelta( cs->idleYaw, cs->bs->ideal_viewangles[YAW] ) ) < 45 ) {
 					cs->nextIdleAngleChange = level.time + 1000 + rand() % 2500;
 				} else { // do really fast
 					cs->nextIdleAngleChange = level.time + 500;
diff --git a/MP/code/game/ai_cast_script_actions.c b/MP/code/game/ai_cast_script_actions.c
index 7a874f4..ecfb5ae 100644
--- a/MP/code/game/ai_cast_script_actions.c
+++ b/MP/code/game/ai_cast_script_actions.c
@@ -158,7 +158,7 @@ qboolean AICast_ScriptAction_GotoMarker( cast_state_t *cs, char *params ) {
 						}
 						if ( fire ) {
 							for ( i = 0; i < 2; i++ ) {
-								diff = abs( AngleDifference( cs->bs->viewangles[i], cs->bs->ideal_viewangles[i] ) );
+								diff = fabs( AngleDifference( cs->bs->viewangles[i], cs->bs->ideal_viewangles[i] ) );
 								if ( diff < 20 ) {
 									// force fire
 									trap_EA_Attack( cs->bs->client );
@@ -326,7 +326,7 @@ qboolean AICast_ScriptAction_GotoCast( cast_state_t *cs, char *params ) {
 						}
 						if ( fire ) {
 							for ( i = 0; i < 2; i++ ) {
-								diff = abs( AngleDifference( cs->bs->viewangles[i], cs->bs->ideal_viewangles[i] ) );
+								diff = fabs( AngleDifference( cs->bs->viewangles[i], cs->bs->ideal_viewangles[i] ) );
 								if ( diff < 20 ) {
 									// force fire
 									trap_EA_Attack( cs->bs->client );
@@ -1393,7 +1393,7 @@ qboolean AICast_ScriptAction_FireAtTarget( cast_state_t *cs, char *params ) {
 	VectorNormalize( vec );
 	vectoangles( vec, cs->bs->ideal_viewangles );
 	for ( i = 0; i < 2; i++ ) {
-		diff = abs( AngleDifference( cs->bs->cur_ps.viewangles[i], cs->bs->ideal_viewangles[i] ) );
+		diff = fabs( AngleDifference( cs->bs->cur_ps.viewangles[i], cs->bs->ideal_viewangles[i] ) );
 		if ( VectorCompare( vec3_origin, ent->s.pos.trDelta ) ) {
 			if ( diff ) {
 				return qfalse;  // not facing yet
diff --git a/MP/code/game/ai_main.c b/MP/code/game/ai_main.c
index fc2e80b..433a03b 100644
--- a/MP/code/game/ai_main.c
+++ b/MP/code/game/ai_main.c
@@ -360,7 +360,7 @@ void BotChangeViewAngles( bot_state_t *bs, float thinktime ) {
 	}
 	maxchange *= thinktime;
 	for ( i = 0; i < 2; i++ ) {
-		diff = abs( AngleDifference( bs->viewangles[i], bs->ideal_viewangles[i] ) );
+		diff = fabs( AngleDifference( bs->viewangles[i], bs->ideal_viewangles[i] ) );
 		anglespeed = diff * factor;
 		if ( anglespeed > maxchange ) {
 			anglespeed = maxchange;
@@ -449,7 +449,7 @@ void BotInputToUserCommand( bot_input_t *bi, usercmd_t *ucmd, int delta_angles[3
 	//set the view independent movement
 	f = DotProduct(forward, bi->dir);
 	r = DotProduct(right, bi->dir);
-	u = abs(forward[2]) * bi->dir[2];
+	u = fabs(forward[2]) * bi->dir[2];
 	m = fabs(f);
 
 	if (fabs(r) > m) {
diff --git a/MP/code/rend2/tr_main.c b/MP/code/rend2/tr_main.c
index 3e35fd8..d10f63b 100644
--- a/MP/code/rend2/tr_main.c
+++ b/MP/code/rend2/tr_main.c
@@ -2636,7 +2636,7 @@ void R_RenderPshadowMaps(const refdef_t *fd)
 		VectorScale(lightDir, -1.0f, shadow->lightViewAxis[0]);
 		VectorSet(up, 0, 0, -1);
 
-		if ( abs(DotProduct(up, shadow->lightViewAxis[0])) > 0.9f )
+		if ( fabs(DotProduct(up, shadow->lightViewAxis[0])) > 0.9f )
 		{
 			VectorSet(up, -1, 0, 0);
 		}
@@ -2879,7 +2879,7 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
 	}
 
 	// Check if too close to parallel to light direction
-	if (abs(DotProduct(lightViewAxis[2], lightViewAxis[0])) > 0.9f)
+	if (fabs(DotProduct(lightViewAxis[2], lightViewAxis[0])) > 0.9f)
 	{
 		if (level == 3 || lightViewIndependentOfCameraView)
 		{
diff --git a/MP/code/ui/ui_shared.c b/MP/code/ui/ui_shared.c
index 1564c84..4ac7285 100644
--- a/MP/code/ui/ui_shared.c
+++ b/MP/code/ui/ui_shared.c
@@ -1353,10 +1353,10 @@ void Menu_TransitionItemByName( menuDef_t *menu, const char *p, rectDef_t rectFr
 			item->window.offsetTime = time;
 			memcpy( &item->window.rectClient, &rectFrom, sizeof( rectDef_t ) );
 			memcpy( &item->window.rectEffects, &rectTo, sizeof( rectDef_t ) );
-			item->window.rectEffects2.x = abs( rectTo.x - rectFrom.x ) / amt;
-			item->window.rectEffects2.y = abs( rectTo.y - rectFrom.y ) / amt;
-			item->window.rectEffects2.w = abs( rectTo.w - rectFrom.w ) / amt;
-			item->window.rectEffects2.h = abs( rectTo.h - rectFrom.h ) / amt;
+			item->window.rectEffects2.x = fabs( rectTo.x - rectFrom.x ) / amt;
+			item->window.rectEffects2.y = fabs( rectTo.y - rectFrom.y ) / amt;
+			item->window.rectEffects2.w = fabs( rectTo.w - rectFrom.w ) / amt;
+			item->window.rectEffects2.h = fabs( rectTo.h - rectFrom.h ) / amt;
 			Item_UpdatePosition( item );
 		}
 	}
diff --git a/SP/code/botlib/be_aas_entity.c b/SP/code/botlib/be_aas_entity.c
index 58b5654..85cb100 100644
--- a/SP/code/botlib/be_aas_entity.c
+++ b/SP/code/botlib/be_aas_entity.c
@@ -352,8 +352,8 @@ int AAS_NearestEntity( vec3_t origin, int modelindex ) {
 			continue;
 		}
 		VectorSubtract( ent->i.origin, origin, dir );
-		if ( abs( dir[0] ) < 40 ) {
-			if ( abs( dir[1] ) < 40 ) {
+		if ( fabs( dir[0] ) < 40 ) {
+			if ( fabs( dir[1] ) < 40 ) {
 				dist = VectorLength( dir );
 				if ( dist < bestdist ) {
 					bestdist = dist;
diff --git a/SP/code/botlib/be_aas_move.c b/SP/code/botlib/be_aas_move.c
index a780c1e..859452c 100644
--- a/SP/code/botlib/be_aas_move.c
+++ b/SP/code/botlib/be_aas_move.c
@@ -161,7 +161,7 @@ int AAS_AgainstLadder( vec3_t origin, int ms_areanum ) {
 		//get the plane the face is in
 		plane = &( *aasworld ).planes[face->planenum ^ side];
 		//if the origin is pretty close to the plane
-		if ( abs( DotProduct( plane->normal, origin ) - plane->dist ) < 3 ) {
+		if ( fabs( DotProduct( plane->normal, origin ) - plane->dist ) < 3 ) {
 			if ( AAS_PointInsideFace( abs( facenum ), origin, 0.1 ) ) {
 				return qtrue;
 			}
diff --git a/SP/code/botlib/be_aas_reach.c b/SP/code/botlib/be_aas_reach.c
index ecede77..00dab5b 100644
--- a/SP/code/botlib/be_aas_reach.c
+++ b/SP/code/botlib/be_aas_reach.c
@@ -2339,8 +2339,8 @@ int AAS_Reachability_Ladder( int area1num, int area2num ) {
 		VectorMA( area1point, -32, dir, area1point );
 		VectorMA( area2point, 32, dir, area2point );
 		//
-		ladderface1vertical = abs( DotProduct( plane1->normal, up ) ) < 0.1;
-		ladderface2vertical = abs( DotProduct( plane2->normal, up ) ) < 0.1;
+		ladderface1vertical = fabs( DotProduct( plane1->normal, up ) ) < 0.1;
+		ladderface2vertical = fabs( DotProduct( plane2->normal, up ) ) < 0.1;
 		//there's only reachability between vertical ladder faces
 		if ( !ladderface1vertical && !ladderface2vertical ) {
 			return qfalse;
@@ -2350,7 +2350,7 @@ int AAS_Reachability_Ladder( int area1num, int area2num ) {
 			 //and the ladder faces do not make a sharp corner
 			 && DotProduct( plane1->normal, plane2->normal ) > 0.7
 			 //and the shared edge is not too vertical
-			 && abs( DotProduct( sharededgevec, up ) ) < 0.7 ) {
+			 && fabs( DotProduct( sharededgevec, up ) ) < 0.7 ) {
 			//create a new reachability link
 			lreach = AAS_AllocReachability();
 			if ( !lreach ) {
@@ -2477,7 +2477,7 @@ int AAS_Reachability_Ladder( int area1num, int area2num ) {
 				//
 				if ( face2->faceflags & FACE_LADDER ) {
 					plane2 = &( *aasworld ).planes[face2->planenum];
-					if ( abs( DotProduct( plane2->normal, up ) ) < 0.1 ) {
+					if ( fabs( DotProduct( plane2->normal, up ) ) < 0.1 ) {
 						break;
 					}
 				} //end if
diff --git a/SP/code/botlib/be_ai_move.c b/SP/code/botlib/be_ai_move.c
index 6f5af51..6ea256f 100644
--- a/SP/code/botlib/be_ai_move.c
+++ b/SP/code/botlib/be_ai_move.c
@@ -2120,7 +2120,7 @@ bot_moveresult_t BotTravel_Elevator( bot_movestate_t *ms, aas_reachability_t *re
 		botimport.Print( PRT_MESSAGE, "bot on elevator\n" );
 #endif //DEBUG_ELEVATOR
 	   //if vertically not too far from the end point
-		if ( abs( ms->origin[2] - reach->end[2] ) < sv_maxbarrier ) {
+		if ( fabs( ms->origin[2] - reach->end[2] ) < sv_maxbarrier ) {
 #ifdef DEBUG_ELEVATOR
 			botimport.Print( PRT_MESSAGE, "bot moving to end\n" );
 #endif //DEBUG_ELEVATOR
diff --git a/SP/code/botlib/l_precomp.c b/SP/code/botlib/l_precomp.c
index 22fd3f1..5fb57f0 100644
--- a/SP/code/botlib/l_precomp.c
+++ b/SP/code/botlib/l_precomp.c
@@ -2427,7 +2427,7 @@ int PC_Directive_eval( source_t *source ) {
 	token.whitespace_p = source->scriptstack->script_p;
 	token.endwhitespace_p = source->scriptstack->script_p;
 	token.linescrossed = 0;
-	sprintf( token.string, "%d", abs( value ) );
+	sprintf( token.string, "%ld", labs( value ) );
 	token.type = TT_NUMBER;
 	token.subtype = TT_INTEGER | TT_LONG | TT_DECIMAL;
 	PC_UnreadSourceToken( source, &token );
@@ -2533,11 +2533,11 @@ int PC_DollarDirective_evalint( source_t *source ) {
 	token.whitespace_p = source->scriptstack->script_p;
 	token.endwhitespace_p = source->scriptstack->script_p;
 	token.linescrossed = 0;
-	sprintf( token.string, "%d", abs( value ) );
+	sprintf( token.string, "%ld", labs( value ) );
 	token.type = TT_NUMBER;
 	token.subtype = TT_INTEGER | TT_LONG | TT_DECIMAL;
 #ifdef NUMBERVALUE
-	token.intvalue = abs(value);
+	token.intvalue = labs(value);
 	token.floatvalue = token.intvalue;
 #endif //NUMBERVALUE
 	PC_UnreadSourceToken( source, &token );
diff --git a/SP/code/cgame/cg_flamethrower.c b/SP/code/cgame/cg_flamethrower.c
index 257bae1..5f00ebf 100644
--- a/SP/code/cgame/cg_flamethrower.c
+++ b/SP/code/cgame/cg_flamethrower.c
@@ -1248,7 +1248,7 @@ void CG_AddFlameToScene( flameChunk_t *fHead ) {
 			while ( fNext && !droppedTrail ) {
 				if (    ( Distance( f->org, fNext->org ) < ( ( 0.2 + 0.8 * f->lifeFrac ) * f->size * ( isClientFlame ? 0.2 : 0.1 ) ) )
 						&&  ( fabs( f->size - fNext->size ) < ( 40.0 ) )
-						&&  ( fabs( f->timeStart - fNext->timeStart ) < 50 )
+						&&  ( abs( f->timeStart - fNext->timeStart ) < 50 )
 						&&  ( DotProduct( f->velDir, fNext->velDir ) > 0.999 )
 						) {
 					if ( !droppedTrail ) {
diff --git a/SP/code/cgame/cg_weapons.c b/SP/code/cgame/cg_weapons.c
index 7da7176..f64c488 100644
--- a/SP/code/cgame/cg_weapons.c
+++ b/SP/code/cgame/cg_weapons.c
@@ -1776,7 +1776,7 @@ static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) {
 		VectorMA( origin, angles[ROLL], right, origin );
 
 		// pitch the gun down a bit to show that firing is not allowed when leaning
-		angles[PITCH] += ( abs( cg.predictedPlayerState.leanf ) / 2.0f );
+		angles[PITCH] += ( fabs( cg.predictedPlayerState.leanf ) / 2.0f );
 
 		// this gives you some impression that the weapon stays in relatively the same
 		// position while you lean, so you appear to 'peek' over the weapon
diff --git a/SP/code/client/cl_cin.c b/SP/code/client/cl_cin.c
index f4a985e..74d3970 100644
--- a/SP/code/client/cl_cin.c
+++ b/SP/code/client/cl_cin.c
@@ -1422,7 +1422,7 @@ e_status CIN_RunCinematic( int handle ) {
 	}
 
 	thisTime = CL_ScaledMilliseconds();
-	if ( cinTable[currentHandle].shader && ( abs( thisTime - cinTable[currentHandle].lastTime ) ) > 100 ) {
+	if ( cinTable[currentHandle].shader && ( thisTime - cinTable[currentHandle].lastTime ) > 100 ) {
 		cinTable[currentHandle].startTime += thisTime - cinTable[currentHandle].lastTime;
 	}
 
diff --git a/SP/code/client/cl_input.c b/SP/code/client/cl_input.c
index 02d0650..d639f3c 100644
--- a/SP/code/client/cl_input.c
+++ b/SP/code/client/cl_input.c
@@ -674,10 +674,10 @@ usercmd_t CL_CreateCmd( void ) {
 	// draw debug graphs of turning for mouse testing
 	if ( cl_debugMove->integer ) {
 		if ( cl_debugMove->integer == 1 ) {
-			SCR_DebugGraph( abs(cl.viewangles[YAW] - oldAngles[YAW]) );
+			SCR_DebugGraph( fabs(cl.viewangles[YAW] - oldAngles[YAW]) );
 		}
 		if ( cl_debugMove->integer == 2 ) {
-			SCR_DebugGraph( abs(cl.viewangles[PITCH] - oldAngles[PITCH]) );
+			SCR_DebugGraph( fabs(cl.viewangles[PITCH] - oldAngles[PITCH]) );
 		}
 	}
 
diff --git a/SP/code/game/ai_cast_funcs.c b/SP/code/game/ai_cast_funcs.c
index 57c8ed9..8bd1303 100644
--- a/SP/code/game/ai_cast_funcs.c
+++ b/SP/code/game/ai_cast_funcs.c
@@ -594,7 +594,7 @@ char *AIFunc_Idle( cast_state_t *cs ) {
 
 				cs->idleYaw = AICast_GetRandomViewAngle( cs, 512 );
 
-				if ( abs( AngleDelta( cs->idleYaw, cs->ideal_viewangles[YAW] ) ) < 45 ) {
+				if ( fabs( AngleDelta( cs->idleYaw, cs->ideal_viewangles[YAW] ) ) < 45 ) {
 					cs->nextIdleAngleChange = level.time + 1000 + rand() % 2500;
 				} else { // do really fast
 					cs->nextIdleAngleChange = level.time + 500;
@@ -890,7 +890,7 @@ char *AIFunc_InspectFriendly( cast_state_t *cs ) {
 
 			cs->idleYaw = AICast_GetRandomViewAngle( cs, 512 );
 
-			if ( abs( AngleDelta( cs->idleYaw, cs->ideal_viewangles[YAW] ) ) < 45 ) {
+			if ( fabs( AngleDelta( cs->idleYaw, cs->ideal_viewangles[YAW] ) ) < 45 ) {
 				cs->nextIdleAngleChange = level.time + 1000 + rand() % 2500;
 			} else { // do really fast
 				cs->nextIdleAngleChange = level.time + 500;
@@ -2536,7 +2536,7 @@ char *AIFunc_BattleAmbush( cast_state_t *cs ) {
 
 					cs->idleYaw = AICast_GetRandomViewAngle( cs, 512 );
 
-					if ( abs( AngleDelta( cs->idleYaw, cs->ideal_viewangles[YAW] ) ) < 45 ) {
+					if ( fabs( AngleDelta( cs->idleYaw, cs->ideal_viewangles[YAW] ) ) < 45 ) {
 						cs->nextIdleAngleChange = level.time + 1000 + rand() % 2500;
 					} else { // do really fast
 						cs->nextIdleAngleChange = level.time + 500;
diff --git a/SP/code/game/ai_cast_script_actions.c b/SP/code/game/ai_cast_script_actions.c
index 29888ba..e4539bf 100644
--- a/SP/code/game/ai_cast_script_actions.c
+++ b/SP/code/game/ai_cast_script_actions.c
@@ -164,7 +164,7 @@ qboolean AICast_ScriptAction_GotoMarker( cast_state_t *cs, char *params ) {
 						}
 						if ( fire ) {
 							for ( i = 0; i < 2; i++ ) {
-								diff = abs( AngleDifference( cs->viewangles[i], cs->ideal_viewangles[i] ) );
+								diff = fabs( AngleDifference( cs->viewangles[i], cs->ideal_viewangles[i] ) );
 								if ( diff < 20 ) {
 									// dont reload prematurely
 									cs->noReloadTime = level.time + 1000;
@@ -349,7 +349,7 @@ qboolean AICast_ScriptAction_GotoCast( cast_state_t *cs, char *params ) {
 						}
 						if ( fire ) {
 							for ( i = 0; i < 2; i++ ) {
-								diff = abs( AngleDifference( cs->viewangles[i], cs->ideal_viewangles[i] ) );
+								diff = fabs( AngleDifference( cs->viewangles[i], cs->ideal_viewangles[i] ) );
 								if ( diff < 20 ) {
 									// dont reload prematurely
 									cs->noReloadTime = level.time + 1000;
@@ -1656,7 +1656,7 @@ qboolean AICast_ScriptAction_FireAtTarget( cast_state_t *cs, char *params ) {
 	VectorNormalize( vec );
 	vectoangles( vec, cs->ideal_viewangles );
 	for ( i = 0; i < 2; i++ ) {
-		diff = abs( AngleDifference( cs->bs->cur_ps.viewangles[i], cs->ideal_viewangles[i] ) );
+		diff = fabs( AngleDifference( cs->bs->cur_ps.viewangles[i], cs->ideal_viewangles[i] ) );
 		if ( VectorCompare( vec3_origin, ent->s.pos.trDelta ) ) {
 			if ( diff ) {
 				return qfalse;  // not facing yet
diff --git a/SP/code/game/ai_main.c b/SP/code/game/ai_main.c
index 220e199..4a54d03 100644
--- a/SP/code/game/ai_main.c
+++ b/SP/code/game/ai_main.c
@@ -360,7 +360,7 @@ void BotChangeViewAngles( bot_state_t *bs, float thinktime ) {
 	}
 	maxchange *= thinktime;
 	for ( i = 0; i < 2; i++ ) {
-		diff = abs( AngleDifference( bs->viewangles[i], bs->ideal_viewangles[i] ) );
+		diff = fabs( AngleDifference( bs->viewangles[i], bs->ideal_viewangles[i] ) );
 		anglespeed = diff * factor;
 		if ( anglespeed > maxchange ) {
 			anglespeed = maxchange;
@@ -449,7 +449,7 @@ void BotInputToUserCommand( bot_input_t *bi, usercmd_t *ucmd, int delta_angles[3
 	//set the view independent movement
 	f = DotProduct(forward, bi->dir);
 	r = DotProduct(right, bi->dir);
-	u = abs(forward[2]) * bi->dir[2];
+	u = fabs(forward[2]) * bi->dir[2];
 	m = fabs(f);
 
 	if (fabs(r) > m) {
diff --git a/SP/code/rend2/tr_main.c b/SP/code/rend2/tr_main.c
index 200a6a9..067d8be 100644
--- a/SP/code/rend2/tr_main.c
+++ b/SP/code/rend2/tr_main.c
@@ -2684,7 +2684,7 @@ void R_RenderPshadowMaps(const refdef_t *fd)
 		VectorScale(lightDir, -1.0f, shadow->lightViewAxis[0]);
 		VectorSet(up, 0, 0, -1);
 
-		if ( abs(DotProduct(up, shadow->lightViewAxis[0])) > 0.9f )
+		if ( fabs(DotProduct(up, shadow->lightViewAxis[0])) > 0.9f )
 		{
 			VectorSet(up, -1, 0, 0);
 		}
@@ -2927,7 +2927,7 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
 	}
 
 	// Check if too close to parallel to light direction
-	if (abs(DotProduct(lightViewAxis[2], lightViewAxis[0])) > 0.9f)
+	if (fabs(DotProduct(lightViewAxis[2], lightViewAxis[0])) > 0.9f)
 	{
 		if (level == 3 || lightViewIndependentOfCameraView)
 		{
diff --git a/SP/code/ui/ui_shared.c b/SP/code/ui/ui_shared.c
index e258082..81c4a98 100644
--- a/SP/code/ui/ui_shared.c
+++ b/SP/code/ui/ui_shared.c
@@ -1372,10 +1372,10 @@ void Menu_TransitionItemByName( menuDef_t *menu, const char *p, rectDef_t rectFr
 			item->window.offsetTime = time;
 			memcpy( &item->window.rectClient, &rectFrom, sizeof( rectDef_t ) );
 			memcpy( &item->window.rectEffects, &rectTo, sizeof( rectDef_t ) );
-			item->window.rectEffects2.x = abs( rectTo.x - rectFrom.x ) / amt;
-			item->window.rectEffects2.y = abs( rectTo.y - rectFrom.y ) / amt;
-			item->window.rectEffects2.w = abs( rectTo.w - rectFrom.w ) / amt;
-			item->window.rectEffects2.h = abs( rectTo.h - rectFrom.h ) / amt;
+			item->window.rectEffects2.x = fabs( rectTo.x - rectFrom.x ) / amt;
+			item->window.rectEffects2.y = fabs( rectTo.y - rectFrom.y ) / amt;
+			item->window.rectEffects2.w = fabs( rectTo.w - rectFrom.w ) / amt;
+			item->window.rectEffects2.h = fabs( rectTo.h - rectFrom.h ) / amt;
 			Item_UpdatePosition( item );
 		}
 	}

-- 
Alioth's /usr/local/bin/git-commit-notice on /srv/git.debian.org/git/pkg-games/iortcw.git



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