Remove global "using namespace std;" declarations, use "std::" prefixes on all std elements
Fix whitespace changes
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committed by
Martin Natano
parent
f0680a29fc
commit
0cba3579de
@@ -295,8 +295,8 @@ void ArrowEffects::Init(PlayerNumber pn)
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// Using the x offset when the dimension might be y or z feels so
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// wrong, but it provides min and max values when otherwise the
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// limits would just be zero, which would make it do nothing. -Kyz
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data.m_MinTornado[dimension][col_id] = min(pCols[i].fXOffset, data.m_MinTornado[dimension][col_id]);
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data.m_MaxTornado[dimension][col_id] = max(pCols[i].fXOffset, data.m_MaxTornado[dimension][col_id]);
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data.m_MinTornado[dimension][col_id] = std::min(pCols[i].fXOffset, data.m_MinTornado[dimension][col_id]);
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data.m_MaxTornado[dimension][col_id] = std::max(pCols[i].fXOffset, data.m_MaxTornado[dimension][col_id]);
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}
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}
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@@ -433,7 +433,7 @@ void ArrowEffects::SetCurrentOptions(const PlayerOptions* options)
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static float GetDisplayedBeat( const PlayerState* pPlayerState, float beat )
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{
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// do a binary search here
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const vector<CacheDisplayedBeat> &data = pPlayerState->m_CacheDisplayedBeat;
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const std::vector<CacheDisplayedBeat> &data = pPlayerState->m_CacheDisplayedBeat;
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int max = data.size() - 1;
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int l = 0, r = max;
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while( l <= r )
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@@ -856,7 +856,7 @@ float ArrowEffects::GetXPos( const PlayerState* pPlayerState, int iColNum, float
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{
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// Allow Tiny to pull tracks together, but not to push them apart.
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float fTinyPercent = fEffects[PlayerOptions::EFFECT_TINY];
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fTinyPercent = min( powf(TINY_PERCENT_BASE, fTinyPercent), (float)TINY_PERCENT_GATE );
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fTinyPercent = std::min( powf(TINY_PERCENT_BASE, fTinyPercent), (float)TINY_PERCENT_GATE );
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fPixelOffsetFromCenter *= fTinyPercent;
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}
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@@ -1120,7 +1120,7 @@ float ArrowGetPercentVisible(float fYPosWithoutReverse, int iCol, float fYOffset
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* fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH];
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}
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return clamp( 1+fVisibleAdjust, 0, 1 );
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return clamp(1 + fVisibleAdjust, 0.0f, 1.0f);
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}
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float ArrowEffects::GetAlpha( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar)
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