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-rw-r--r--src/render/Coronas.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/render/Coronas.cpp b/src/render/Coronas.cpp
index b21e087b..de3b5c78 100644
--- a/src/render/Coronas.cpp
+++ b/src/render/Coronas.cpp
@@ -106,7 +106,7 @@ CCoronas::Update(void)
int i;
static int LastCamLook = 0;
- LightsMult = min(LightsMult + 0.03f * CTimer::GetTimeStep(), 1.0f);
+ LightsMult = Min(LightsMult + 0.03f * CTimer::GetTimeStep(), 1.0f);
int CamLook = 0;
if(TheCamera.Cams[TheCamera.ActiveCam].LookingLeft) CamLook |= 1;
@@ -118,7 +118,7 @@ CCoronas::Update(void)
if(LastCamLook != CamLook)
bChangeBrightnessImmediately = 3;
else
- bChangeBrightnessImmediately = max(bChangeBrightnessImmediately-1, 0);
+ bChangeBrightnessImmediately = Max(bChangeBrightnessImmediately-1, 0);
LastCamLook = CamLook;
for(i = 0; i < NUMCORONAS; i++)
@@ -305,7 +305,7 @@ CCoronas::Render(void)
// render corona itself
if(aCoronas[i].texture){
- float fogscale = CWeather::Foggyness*min(spriteCoors.z, 40.0f)/40.0f + 1.0f;
+ float fogscale = CWeather::Foggyness*Min(spriteCoors.z, 40.0f)/40.0f + 1.0f;
if(CCoronas::aCoronas[i].id == SUN_CORE)
spriteCoors.z = 0.95f * RwCameraGetFarClipPlane(Scene.camera);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(aCoronas[i].texture));
@@ -316,7 +316,7 @@ CCoronas::Render(void)
float f = 1.0f - aCoronas[i].someAngle*2.0f/PI;
float wscale = 6.0f*sq(sq(sq(f))) + 0.5f;
float hscale = 0.35f - (wscale - 0.5f) * 0.06f;
- hscale = max(hscale, 0.15f);
+ hscale = Max(hscale, 0.15f);
CSprite::RenderOneXLUSprite(spriteCoors.x, spriteCoors.y, spriteCoors.z,
spritew * aCoronas[i].size * wscale,
@@ -466,7 +466,7 @@ CCoronas::RenderReflections(void)
float spritew, spriteh;
if(CSprite::CalcScreenCoors(coors, spriteCoors, &spritew, &spriteh, true)){
float drawDist = 0.75f * aCoronas[i].drawDist;
- drawDist = min(drawDist, 50.0f);
+ drawDist = Min(drawDist, 50.0f);
if(spriteCoors.z < drawDist){
float fadeDistance = drawDist / 2.0f;
float distanceFade = spriteCoors.z < fadeDistance ? 1.0f : 1.0f - (spriteCoors.z - fadeDistance)/fadeDistance;
@@ -545,25 +545,25 @@ CRegisteredCorona::Update(void)
(CCoronas::SunBlockedByClouds && id == CCoronas::SUN_CORONA ||
!CWorld::GetIsLineOfSightClear(coors, TheCamera.GetPosition(), true, false, false, false, false, false))){
// Corona is blocked, fade out
- fadeAlpha = max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f);
+ fadeAlpha = Max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f);
}else if(offScreen){
// Same when off screen
- fadeAlpha = max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f);
+ fadeAlpha = Max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f);
}else{
// Visible
if(alpha > fadeAlpha){
// fade in
- fadeAlpha = min(fadeAlpha + 15.0f*CTimer::GetTimeStep(), alpha);
+ fadeAlpha = Min(fadeAlpha + 15.0f*CTimer::GetTimeStep(), alpha);
if(CCoronas::bChangeBrightnessImmediately)
fadeAlpha = alpha;
}else if(alpha < fadeAlpha){
// too visible, decrease alpha but not below alpha
- fadeAlpha = max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), alpha);
+ fadeAlpha = Max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), alpha);
}
// darken scene when the sun is visible
if(id == CCoronas::SUN_CORONA)
- CCoronas::LightsMult = max(CCoronas::LightsMult - CTimer::GetTimeStep()*0.06f, 0.6f);
+ CCoronas::LightsMult = Max(CCoronas::LightsMult - CTimer::GetTimeStep()*0.06f, 0.6f);
}
// remove if invisible