You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
gentoo-overlay/games-fps/blackshades/files/blackshades-20070723-gcc-11...

56 lines
1.9 KiB

https://bugs.gentoo.org/787740
--- a/Source/Globals.cpp
+++ b/Source/Globals.cpp
@@ -62,7 +62,7 @@ XYZ n,pa1,pa2,pa3;
float u0, u1, u2;
float v0, v1, v2;
float a, b;
-float max;
+float _max;
int i, j;
bool bInter;
float pointv[3];
--- a/Source/Quaternions.cpp
+++ b/Source/Quaternions.cpp
@@ -316,7 +316,7 @@ float normaldotproduct(XYZ point1, XYZ point2){
extern float u0, u1, u2;
extern float v0, v1, v2;
extern float a, b;
-extern float max;
+extern float _max;
extern int i, j;
extern bool bInter;
extern float pointv[3];
@@ -352,11 +352,11 @@ bool PointInTriangle(Vector *p, Vector normal, float p11, float p12, float p13,
#define ABS(X) (((X)<0.f)?-(X):(X) )
#define MAX(A, B) (((A)<(B))?(B):(A))
- max = MAX(MAX(ABS(normalv[0]), ABS(normalv[1])), ABS(normalv[2]));
+ _max = MAX(MAX(ABS(normalv[0]), ABS(normalv[1])), ABS(normalv[2]));
#undef MAX
- if (max == ABS(normalv[0])) {i = 1; j = 2;} // y, z
- if (max == ABS(normalv[1])) {i = 0; j = 2;} // x, z
- if (max == ABS(normalv[2])) {i = 0; j = 1;} // x, y
+ if (_max == ABS(normalv[0])) {i = 1; j = 2;} // y, z
+ if (_max == ABS(normalv[1])) {i = 0; j = 2;} // x, z
+ if (_max == ABS(normalv[2])) {i = 0; j = 1;} // x, y
#undef ABS
u0 = pointv[i] - p1v[i];
@@ -447,11 +447,11 @@ bool PointInTriangle(XYZ *p, XYZ normal, XYZ *p1, XYZ *p2, XYZ *p3)
#define ABS(X) (((X)<0.f)?-(X):(X) )
#define MAX(A, B) (((A)<(B))?(B):(A))
- max = MAX(MAX(ABS(normalv[0]), ABS(normalv[1])), ABS(normalv[2]));
+ _max = MAX(MAX(ABS(normalv[0]), ABS(normalv[1])), ABS(normalv[2]));
#undef MAX
- if (max == ABS(normalv[0])) {i = 1; j = 2;} // y, z
- if (max == ABS(normalv[1])) {i = 0; j = 2;} // x, z
- if (max == ABS(normalv[2])) {i = 0; j = 1;} // x, y
+ if (_max == ABS(normalv[0])) {i = 1; j = 2;} // y, z
+ if (_max == ABS(normalv[1])) {i = 0; j = 2;} // x, z
+ if (_max == ABS(normalv[2])) {i = 0; j = 1;} // x, y
#undef ABS
u0 = pointv[i] - p1v[i];