Remove global "using namespace std;" declarations, use "std::" prefixes on all std elements

Fix whitespace changes
This commit is contained in:
Michael Sundqvist
2022-07-10 18:28:56 +03:00
committed by Martin Natano
parent f0680a29fc
commit 0cba3579de
534 changed files with 3456 additions and 3488 deletions
+5 -5
View File
@@ -295,8 +295,8 @@ void ArrowEffects::Init(PlayerNumber pn)
// Using the x offset when the dimension might be y or z feels so
// wrong, but it provides min and max values when otherwise the
// limits would just be zero, which would make it do nothing. -Kyz
data.m_MinTornado[dimension][col_id] = min(pCols[i].fXOffset, data.m_MinTornado[dimension][col_id]);
data.m_MaxTornado[dimension][col_id] = max(pCols[i].fXOffset, data.m_MaxTornado[dimension][col_id]);
data.m_MinTornado[dimension][col_id] = std::min(pCols[i].fXOffset, data.m_MinTornado[dimension][col_id]);
data.m_MaxTornado[dimension][col_id] = std::max(pCols[i].fXOffset, data.m_MaxTornado[dimension][col_id]);
}
}
@@ -433,7 +433,7 @@ void ArrowEffects::SetCurrentOptions(const PlayerOptions* options)
static float GetDisplayedBeat( const PlayerState* pPlayerState, float beat )
{
// do a binary search here
const vector<CacheDisplayedBeat> &data = pPlayerState->m_CacheDisplayedBeat;
const std::vector<CacheDisplayedBeat> &data = pPlayerState->m_CacheDisplayedBeat;
int max = data.size() - 1;
int l = 0, r = max;
while( l <= r )
@@ -856,7 +856,7 @@ float ArrowEffects::GetXPos( const PlayerState* pPlayerState, int iColNum, float
{
// Allow Tiny to pull tracks together, but not to push them apart.
float fTinyPercent = fEffects[PlayerOptions::EFFECT_TINY];
fTinyPercent = min( powf(TINY_PERCENT_BASE, fTinyPercent), (float)TINY_PERCENT_GATE );
fTinyPercent = std::min( powf(TINY_PERCENT_BASE, fTinyPercent), (float)TINY_PERCENT_GATE );
fPixelOffsetFromCenter *= fTinyPercent;
}
@@ -1120,7 +1120,7 @@ float ArrowGetPercentVisible(float fYPosWithoutReverse, int iCol, float fYOffset
* fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH];
}
return clamp( 1+fVisibleAdjust, 0, 1 );
return clamp(1 + fVisibleAdjust, 0.0f, 1.0f);
}
float ArrowEffects::GetAlpha( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar)