Capitalized "max" and "min" macros.
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@ -108,7 +108,7 @@ void bullet_add(object *theWeapon, object *attacker, int y, int dy)
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{
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tempX = (int)fabsf(attacker->target->x - attacker->x);
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tempY = (int)fabsf(attacker->target->y - attacker->y);
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steps = max(tempX, tempY);
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steps = MAX(tempX, tempY);
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if (steps < 12)
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steps = 12;
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@ -72,7 +72,7 @@ void addCollectable(float x, float y, int type, int value, int life)
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}
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if (type == P_SUPER)
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value = max(value, 1);
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value = MAX(value, 1);
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if (value == 0)
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return; // don't bother!
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@ -20,8 +20,8 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef DEFS_H
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#define DEFS_H
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#define min(a, b) ((a) < (b) ? (a) : (b))
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#define max(a, b) ((a) > (b) ? (a) : (b))
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#define MIN(a, b) ((a) < (b) ? (a) : (b))
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#define MAX(a, b) ((a) > (b) ? (a) : (b))
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// ALL
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#define NONE 0
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@ -529,11 +529,12 @@ int galaxyMap()
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// Remove the Supercharge, if it is there
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if (currentGame.difficulty > DIFFICULTY_EASY)
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{
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weapon[W_PLAYER_WEAPON].reload[0] = max(weapon[W_PLAYER_WEAPON].reload[0],
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weapon[W_PLAYER_WEAPON].reload[0] = MAX(
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weapon[W_PLAYER_WEAPON].reload[0],
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rate2reload[currentGame.maxPlasmaRate]);
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weapon[W_PLAYER_WEAPON].ammo[0] = min(weapon[W_PLAYER_WEAPON].ammo[0],
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weapon[W_PLAYER_WEAPON].ammo[0] = MIN(weapon[W_PLAYER_WEAPON].ammo[0],
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currentGame.maxPlasmaOutput);
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weapon[W_PLAYER_WEAPON].damage = min(weapon[W_PLAYER_WEAPON].damage,
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weapon[W_PLAYER_WEAPON].damage = MIN(weapon[W_PLAYER_WEAPON].damage,
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currentGame.maxPlasmaDamage);
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}
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@ -97,7 +97,7 @@ static void doArrow(int i)
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float sx = fabsf((x - (screen->w / 2)) / (screen->w / 2.0));
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float sy = fabsf((y - (screen->h / 2)) / (screen->h / 2.0));
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float sxy = max(sx, sy);
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float sxy = MAX(sx, sy);
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if (sxy < 1)
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return;
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@ -249,13 +249,13 @@ void doPlayer()
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cd = player.x - screen->w / 2;
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if (cd < 0)
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{
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cc = max(cd / 10, max(0, engine.ssx) - cameraMaxSpeed);
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cc = MAX(cd / 10, MAX(0, engine.ssx) - cameraMaxSpeed);
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player.x -= cc;
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engine.smx -= cc;
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}
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else if (cd > 0)
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{
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cc = min(cd / 10, cameraMaxSpeed + min(0, engine.ssx));
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cc = MIN(cd / 10, cameraMaxSpeed + MIN(0, engine.ssx));
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player.x -= cc;
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engine.smx -= cc;
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}
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@ -278,13 +278,13 @@ void doPlayer()
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cd = player.y - screen->h / 2;
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if (cd < 0)
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{
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cc = max(cd / 10, max(0, engine.ssy) - cameraMaxSpeed);
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cc = MAX(cd / 10, MAX(0, engine.ssy) - cameraMaxSpeed);
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player.y -= cc;
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engine.smy -= cc;
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}
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else if (cd > 0)
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{
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cc = min(cd / 10, cameraMaxSpeed + min(0, engine.ssy));
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cc = MIN(cd / 10, cameraMaxSpeed + MIN(0, engine.ssy));
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player.y -= cc;
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engine.smy -= cc;
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}
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@ -787,7 +787,8 @@ static void sell(int i)
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sell(SHOP_PLASMA_MIN_OUTPUT);
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currentGame.maxPlasmaOutput--;
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weapon[W_PLAYER_WEAPON].ammo[0] = min(weapon[W_PLAYER_WEAPON].ammo[0],
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weapon[W_PLAYER_WEAPON].ammo[0] = MIN(
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weapon[W_PLAYER_WEAPON].ammo[0],
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currentGame.maxPlasmaOutput);
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break;
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@ -802,7 +803,8 @@ static void sell(int i)
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sell(SHOP_PLASMA_MIN_DAMAGE);
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currentGame.maxPlasmaDamage--;
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weapon[W_PLAYER_WEAPON].damage = min(weapon[W_PLAYER_WEAPON].damage,
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weapon[W_PLAYER_WEAPON].damage = MIN(
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weapon[W_PLAYER_WEAPON].damage,
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currentGame.maxPlasmaDamage);
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break;
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@ -817,7 +819,7 @@ static void sell(int i)
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sell(SHOP_PLASMA_MIN_OUTPUT);
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currentGame.maxPlasmaRate--;
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weapon[W_PLAYER_WEAPON].reload[0] = max(
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weapon[W_PLAYER_WEAPON].reload[0] = MAX(
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weapon[W_PLAYER_WEAPON].reload[0],
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rate2reload[currentGame.maxPlasmaRate]);
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break;
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