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smcv pushed a commit to annotated tag 1.42d
in repository iortcw.

commit 3a90cd378c36a3d41242df225f6811311bb64db6
Author: m4n4t4...@gmail.com 
<m4n4t4...@gmail.com@e65d2741-a53d-b2dc-ae96-bb75fa5e4c4a>
Date:   Tue Feb 17 09:38:55 2015 +0000

    All: Fix compiler warnings about use of abs
---
 MP/code/botlib/be_aas_entity.c        | 4 ++--
 MP/code/botlib/be_aas_move.c          | 2 +-
 MP/code/botlib/be_aas_reach.c         | 8 ++++----
 MP/code/botlib/be_ai_move.c           | 2 +-
 MP/code/botlib/l_precomp.c            | 6 +++---
 MP/code/cgame/cg_flamethrower.c       | 2 +-
 MP/code/cgame/cg_weapons.c            | 2 +-
 MP/code/client/cl_cin.c               | 2 +-
 MP/code/client/cl_input.c             | 4 ++--
 MP/code/game/ai_cast_funcs.c          | 6 +++---
 MP/code/game/ai_cast_script_actions.c | 6 +++---
 MP/code/game/ai_main.c                | 4 ++--
 MP/code/rend2/tr_main.c               | 4 ++--
 MP/code/ui/ui_shared.c                | 8 ++++----
 SP/code/botlib/be_aas_entity.c        | 4 ++--
 SP/code/botlib/be_aas_move.c          | 2 +-
 SP/code/botlib/be_aas_reach.c         | 8 ++++----
 SP/code/botlib/be_ai_move.c           | 2 +-
 SP/code/botlib/l_precomp.c            | 6 +++---
 SP/code/cgame/cg_flamethrower.c       | 2 +-
 SP/code/cgame/cg_weapons.c            | 2 +-
 SP/code/client/cl_cin.c               | 2 +-
 SP/code/client/cl_input.c             | 4 ++--
 SP/code/game/ai_cast_funcs.c          | 6 +++---
 SP/code/game/ai_cast_script_actions.c | 6 +++---
 SP/code/game/ai_main.c                | 4 ++--
 SP/code/rend2/tr_main.c               | 4 ++--
 SP/code/ui/ui_shared.c                | 8 ++++----
 28 files changed, 60 insertions(+), 60 deletions(-)

diff --git a/MP/code/botlib/be_aas_entity.c b/MP/code/botlib/be_aas_entity.c
index f47af04..a842e5f 100644
--- a/MP/code/botlib/be_aas_entity.c
+++ b/MP/code/botlib/be_aas_entity.c
@@ -351,8 +351,8 @@ int AAS_NearestEntity( vec3_t origin, int modelindex ) {
                        continue;
                }
                VectorSubtract( ent->i.origin, origin, dir );
-               if ( abs( dir[0] ) < 40 ) {
-                       if ( abs( dir[1] ) < 40 ) {
+               if ( fabs( dir[0] ) < 40 ) {
+                       if ( fabs( dir[1] ) < 40 ) {
                                dist = VectorLength( dir );
                                if ( dist < bestdist ) {
                                        bestdist = dist;
diff --git a/MP/code/botlib/be_aas_move.c b/MP/code/botlib/be_aas_move.c
index a66247b..7e23be3 100644
--- a/MP/code/botlib/be_aas_move.c
+++ b/MP/code/botlib/be_aas_move.c
@@ -160,7 +160,7 @@ int AAS_AgainstLadder( vec3_t origin, int ms_areanum ) {
                //get the plane the face is in
                plane = &( *aasworld ).planes[face->planenum ^ side];
                //if the origin is pretty close to the plane
-               if ( abs( DotProduct( plane->normal, origin ) - plane->dist ) < 
3 ) {
+               if ( fabs( DotProduct( plane->normal, origin ) - plane->dist ) 
< 3 ) {
                        if ( AAS_PointInsideFace( abs( facenum ), origin, 0.1 ) 
) {
                                return qtrue;
                        }
diff --git a/MP/code/botlib/be_aas_reach.c b/MP/code/botlib/be_aas_reach.c
index 6dc4e95..0f209c5 100644
--- a/MP/code/botlib/be_aas_reach.c
+++ b/MP/code/botlib/be_aas_reach.c
@@ -2335,8 +2335,8 @@ int AAS_Reachability_Ladder( int area1num, int area2num ) 
{
                VectorMA( area1point, -32, dir, area1point );
                VectorMA( area2point, 32, dir, area2point );
                //
-               ladderface1vertical = abs( DotProduct( plane1->normal, up ) ) < 
0.1;
-               ladderface2vertical = abs( DotProduct( plane2->normal, up ) ) < 
0.1;
+               ladderface1vertical = fabs( DotProduct( plane1->normal, up ) ) 
< 0.1;
+               ladderface2vertical = fabs( DotProduct( plane2->normal, up ) ) 
< 0.1;
                //there's only reachability between vertical ladder faces
                if ( !ladderface1vertical && !ladderface2vertical ) {
                        return qfalse;
@@ -2346,7 +2346,7 @@ int AAS_Reachability_Ladder( int area1num, int area2num ) 
{
                         //and the ladder faces do not make a sharp corner
                         && DotProduct( plane1->normal, plane2->normal ) > 0.7
                         //and the shared edge is not too vertical
-                        && abs( DotProduct( sharededgevec, up ) ) < 0.7 ) {
+                        && fabs( DotProduct( sharededgevec, up ) ) < 0.7 ) {
                        //create a new reachability link
                        lreach = AAS_AllocReachability();
                        if ( !lreach ) {
@@ -2473,7 +2473,7 @@ int AAS_Reachability_Ladder( int area1num, int area2num ) 
{
                                //
                                if ( face2->faceflags & FACE_LADDER ) {
                                        plane2 = &( *aasworld 
).planes[face2->planenum];
-                                       if ( abs( DotProduct( plane2->normal, 
up ) ) < 0.1 ) {
+                                       if ( fabs( DotProduct( plane2->normal, 
up ) ) < 0.1 ) {
                                                break;
                                        }
                                } //end if
diff --git a/MP/code/botlib/be_ai_move.c b/MP/code/botlib/be_ai_move.c
index ed506d6..88525da 100644
--- a/MP/code/botlib/be_ai_move.c
+++ b/MP/code/botlib/be_ai_move.c
@@ -2071,7 +2071,7 @@ bot_moveresult_t BotTravel_Elevator( bot_movestate_t *ms, 
aas_reachability_t *re
                botimport.Print( PRT_MESSAGE, "bot on elevator\n" );
 #endif //DEBUG_ELEVATOR
           //if vertically not too far from the end point
-               if ( abs( ms->origin[2] - reach->end[2] ) < sv_maxbarrier ) {
+               if ( fabs( ms->origin[2] - reach->end[2] ) < sv_maxbarrier ) {
 #ifdef DEBUG_ELEVATOR
                        botimport.Print( PRT_MESSAGE, "bot moving to end\n" );
 #endif //DEBUG_ELEVATOR
diff --git a/MP/code/botlib/l_precomp.c b/MP/code/botlib/l_precomp.c
index 808be8b..8f51340 100644
--- a/MP/code/botlib/l_precomp.c
+++ b/MP/code/botlib/l_precomp.c
@@ -2429,7 +2429,7 @@ int PC_Directive_eval( source_t *source ) {
        token.whitespace_p = source->scriptstack->script_p;
        token.endwhitespace_p = source->scriptstack->script_p;
        token.linescrossed = 0;
-       sprintf( token.string, "%d", abs( value ) );
+       sprintf( token.string, "%ld", labs( value ) );
        token.type = TT_NUMBER;
        token.subtype = TT_INTEGER | TT_LONG | TT_DECIMAL;
        PC_UnreadSourceToken( source, &token );
@@ -2535,11 +2535,11 @@ int PC_DollarDirective_evalint( source_t *source ) {
        token.whitespace_p = source->scriptstack->script_p;
        token.endwhitespace_p = source->scriptstack->script_p;
        token.linescrossed = 0;
-       sprintf( token.string, "%d", abs( value ) );
+       sprintf( token.string, "%ld", labs( value ) );
        token.type = TT_NUMBER;
        token.subtype = TT_INTEGER | TT_LONG | TT_DECIMAL;
 #ifdef NUMBERVALUE
-       token.intvalue = abs(value);
+       token.intvalue = labs(value);
        token.floatvalue = token.intvalue;
 #endif //NUMBERVALUE
        PC_UnreadSourceToken( source, &token );
diff --git a/MP/code/cgame/cg_flamethrower.c b/MP/code/cgame/cg_flamethrower.c
index cc8fa7f..559d0d5 100644
--- a/MP/code/cgame/cg_flamethrower.c
+++ b/MP/code/cgame/cg_flamethrower.c
@@ -1100,7 +1100,7 @@ void CG_AddFlameToScene( flameChunk_t *fHead ) {
                        while ( fNext && !droppedTrail ) {
                                if ( ( Distance( f->org, fNext->org ) < ( ( 0.1 
+ 0.9 * f->lifeFrac ) * f->size * 0.35 ) )
                                         &&  ( fabs( f->size - fNext->size ) < 
( 40.0 ) )
-                                        &&  ( fabs( f->timeStart - 
fNext->timeStart ) < 100 )
+                                        &&  ( abs( f->timeStart - 
fNext->timeStart ) < 100 )
                                         &&  ( DotProduct( f->velDir, 
fNext->velDir ) > 0.99 )
                                         ) {
                                        if ( !droppedTrail ) {
diff --git a/MP/code/cgame/cg_weapons.c b/MP/code/cgame/cg_weapons.c
index 8229c90..c1b15bd 100644
--- a/MP/code/cgame/cg_weapons.c
+++ b/MP/code/cgame/cg_weapons.c
@@ -1775,7 +1775,7 @@ static void CG_CalculateWeaponPosition( vec3_t origin, 
vec3_t angles ) {
                VectorMA( origin, angles[ROLL], right, origin );
 
                // pitch the gun down a bit to show that firing is not allowed 
when leaning
-               angles[PITCH] += ( abs( cg.predictedPlayerState.leanf ) / 2.0f 
);
+               angles[PITCH] += ( fabs( cg.predictedPlayerState.leanf ) / 2.0f 
);
 
                // this gives you some impression that the weapon stays in 
relatively the same
                // position while you lean, so you appear to 'peek' over the 
weapon
diff --git a/MP/code/client/cl_cin.c b/MP/code/client/cl_cin.c
index d275b10..57deecc 100644
--- a/MP/code/client/cl_cin.c
+++ b/MP/code/client/cl_cin.c
@@ -1410,7 +1410,7 @@ e_status CIN_RunCinematic( int handle ) {
        }
 
        thisTime = CL_ScaledMilliseconds();
-       if ( cinTable[currentHandle].shader && ( abs( thisTime - 
cinTable[currentHandle].lastTime ) ) > 100 ) {
+       if ( cinTable[currentHandle].shader && ( thisTime - 
cinTable[currentHandle].lastTime ) > 100 ) {
                cinTable[currentHandle].startTime += thisTime - 
cinTable[currentHandle].lastTime;
        }
        cinTable[currentHandle].tfps = ( ( ( CL_ScaledMilliseconds() - 
cinTable[currentHandle].startTime ) * 3 ) / 100 );
diff --git a/MP/code/client/cl_input.c b/MP/code/client/cl_input.c
index 5a2ff89..ffe0b08 100644
--- a/MP/code/client/cl_input.c
+++ b/MP/code/client/cl_input.c
@@ -702,10 +702,10 @@ usercmd_t CL_CreateCmd( void ) {
        // draw debug graphs of turning for mouse testing
        if ( cl_debugMove->integer ) {
                if ( cl_debugMove->integer == 1 ) {
-                       SCR_DebugGraph( abs(cl.viewangles[YAW] - 
oldAngles[YAW]) );
+                       SCR_DebugGraph( fabs(cl.viewangles[YAW] - 
oldAngles[YAW]) );
                }
                if ( cl_debugMove->integer == 2 ) {
-                       SCR_DebugGraph( abs(cl.viewangles[PITCH] - 
oldAngles[PITCH]) );
+                       SCR_DebugGraph( fabs(cl.viewangles[PITCH] - 
oldAngles[PITCH]) );
                }
        }
 
diff --git a/MP/code/game/ai_cast_funcs.c b/MP/code/game/ai_cast_funcs.c
index ba4ccb3..b89adf5 100644
--- a/MP/code/game/ai_cast_funcs.c
+++ b/MP/code/game/ai_cast_funcs.c
@@ -464,7 +464,7 @@ char *AIFunc_Idle( cast_state_t *cs ) {
 
                                cs->idleYaw = AICast_GetRandomViewAngle( cs, 
512 );
 
-                               if ( abs( AngleDelta( cs->idleYaw, 
cs->bs->ideal_viewangles[YAW] ) ) < 45 ) {
+                               if ( fabs( AngleDelta( cs->idleYaw, 
cs->bs->ideal_viewangles[YAW] ) ) < 45 ) {
                                        cs->nextIdleAngleChange = level.time + 
1000 + rand() % 2500;
                                } else { // do really fast
                                        cs->nextIdleAngleChange = level.time + 
500;
@@ -743,7 +743,7 @@ char *AIFunc_InspectFriendly( cast_state_t *cs ) {
 
                        cs->idleYaw = AICast_GetRandomViewAngle( cs, 512 );
 
-                       if ( abs( AngleDelta( cs->idleYaw, 
cs->bs->ideal_viewangles[YAW] ) ) < 45 ) {
+                       if ( fabs( AngleDelta( cs->idleYaw, 
cs->bs->ideal_viewangles[YAW] ) ) < 45 ) {
                                cs->nextIdleAngleChange = level.time + 1000 + 
rand() % 2500;
                        } else { // do really fast
                                cs->nextIdleAngleChange = level.time + 500;
@@ -2297,7 +2297,7 @@ char *AIFunc_BattleAmbush( cast_state_t *cs ) {
 
                                cs->idleYaw = AICast_GetRandomViewAngle( cs, 
512 );
 
-                               if ( abs( AngleDelta( cs->idleYaw, 
cs->bs->ideal_viewangles[YAW] ) ) < 45 ) {
+                               if ( fabs( AngleDelta( cs->idleYaw, 
cs->bs->ideal_viewangles[YAW] ) ) < 45 ) {
                                        cs->nextIdleAngleChange = level.time + 
1000 + rand() % 2500;
                                } else { // do really fast
                                        cs->nextIdleAngleChange = level.time + 
500;
diff --git a/MP/code/game/ai_cast_script_actions.c 
b/MP/code/game/ai_cast_script_actions.c
index 7a874f4..ecfb5ae 100644
--- a/MP/code/game/ai_cast_script_actions.c
+++ b/MP/code/game/ai_cast_script_actions.c
@@ -158,7 +158,7 @@ qboolean AICast_ScriptAction_GotoMarker( cast_state_t *cs, 
char *params ) {
                                                }
                                                if ( fire ) {
                                                        for ( i = 0; i < 2; i++ 
) {
-                                                               diff = abs( 
AngleDifference( cs->bs->viewangles[i], cs->bs->ideal_viewangles[i] ) );
+                                                               diff = fabs( 
AngleDifference( cs->bs->viewangles[i], cs->bs->ideal_viewangles[i] ) );
                                                                if ( diff < 20 
) {
                                                                        // 
force fire
                                                                        
trap_EA_Attack( cs->bs->client );
@@ -326,7 +326,7 @@ qboolean AICast_ScriptAction_GotoCast( cast_state_t *cs, 
char *params ) {
                                                }
                                                if ( fire ) {
                                                        for ( i = 0; i < 2; i++ 
) {
-                                                               diff = abs( 
AngleDifference( cs->bs->viewangles[i], cs->bs->ideal_viewangles[i] ) );
+                                                               diff = fabs( 
AngleDifference( cs->bs->viewangles[i], cs->bs->ideal_viewangles[i] ) );
                                                                if ( diff < 20 
) {
                                                                        // 
force fire
                                                                        
trap_EA_Attack( cs->bs->client );
@@ -1393,7 +1393,7 @@ qboolean AICast_ScriptAction_FireAtTarget( cast_state_t 
*cs, char *params ) {
        VectorNormalize( vec );
        vectoangles( vec, cs->bs->ideal_viewangles );
        for ( i = 0; i < 2; i++ ) {
-               diff = abs( AngleDifference( cs->bs->cur_ps.viewangles[i], 
cs->bs->ideal_viewangles[i] ) );
+               diff = fabs( AngleDifference( cs->bs->cur_ps.viewangles[i], 
cs->bs->ideal_viewangles[i] ) );
                if ( VectorCompare( vec3_origin, ent->s.pos.trDelta ) ) {
                        if ( diff ) {
                                return qfalse;  // not facing yet
diff --git a/MP/code/game/ai_main.c b/MP/code/game/ai_main.c
index fc2e80b..433a03b 100644
--- a/MP/code/game/ai_main.c
+++ b/MP/code/game/ai_main.c
@@ -360,7 +360,7 @@ void BotChangeViewAngles( bot_state_t *bs, float thinktime 
) {
        }
        maxchange *= thinktime;
        for ( i = 0; i < 2; i++ ) {
-               diff = abs( AngleDifference( bs->viewangles[i], 
bs->ideal_viewangles[i] ) );
+               diff = fabs( AngleDifference( bs->viewangles[i], 
bs->ideal_viewangles[i] ) );
                anglespeed = diff * factor;
                if ( anglespeed > maxchange ) {
                        anglespeed = maxchange;
@@ -449,7 +449,7 @@ void BotInputToUserCommand( bot_input_t *bi, usercmd_t 
*ucmd, int delta_angles[3
        //set the view independent movement
        f = DotProduct(forward, bi->dir);
        r = DotProduct(right, bi->dir);
-       u = abs(forward[2]) * bi->dir[2];
+       u = fabs(forward[2]) * bi->dir[2];
        m = fabs(f);
 
        if (fabs(r) > m) {
diff --git a/MP/code/rend2/tr_main.c b/MP/code/rend2/tr_main.c
index 3e35fd8..d10f63b 100644
--- a/MP/code/rend2/tr_main.c
+++ b/MP/code/rend2/tr_main.c
@@ -2636,7 +2636,7 @@ void R_RenderPshadowMaps(const refdef_t *fd)
                VectorScale(lightDir, -1.0f, shadow->lightViewAxis[0]);
                VectorSet(up, 0, 0, -1);
 
-               if ( abs(DotProduct(up, shadow->lightViewAxis[0])) > 0.9f )
+               if ( fabs(DotProduct(up, shadow->lightViewAxis[0])) > 0.9f )
                {
                        VectorSet(up, -1, 0, 0);
                }
@@ -2879,7 +2879,7 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
        }
 
        // Check if too close to parallel to light direction
-       if (abs(DotProduct(lightViewAxis[2], lightViewAxis[0])) > 0.9f)
+       if (fabs(DotProduct(lightViewAxis[2], lightViewAxis[0])) > 0.9f)
        {
                if (level == 3 || lightViewIndependentOfCameraView)
                {
diff --git a/MP/code/ui/ui_shared.c b/MP/code/ui/ui_shared.c
index 1564c84..4ac7285 100644
--- a/MP/code/ui/ui_shared.c
+++ b/MP/code/ui/ui_shared.c
@@ -1353,10 +1353,10 @@ void Menu_TransitionItemByName( menuDef_t *menu, const 
char *p, rectDef_t rectFr
                        item->window.offsetTime = time;
                        memcpy( &item->window.rectClient, &rectFrom, sizeof( 
rectDef_t ) );
                        memcpy( &item->window.rectEffects, &rectTo, sizeof( 
rectDef_t ) );
-                       item->window.rectEffects2.x = abs( rectTo.x - 
rectFrom.x ) / amt;
-                       item->window.rectEffects2.y = abs( rectTo.y - 
rectFrom.y ) / amt;
-                       item->window.rectEffects2.w = abs( rectTo.w - 
rectFrom.w ) / amt;
-                       item->window.rectEffects2.h = abs( rectTo.h - 
rectFrom.h ) / amt;
+                       item->window.rectEffects2.x = fabs( rectTo.x - 
rectFrom.x ) / amt;
+                       item->window.rectEffects2.y = fabs( rectTo.y - 
rectFrom.y ) / amt;
+                       item->window.rectEffects2.w = fabs( rectTo.w - 
rectFrom.w ) / amt;
+                       item->window.rectEffects2.h = fabs( rectTo.h - 
rectFrom.h ) / amt;
                        Item_UpdatePosition( item );
                }
        }
diff --git a/SP/code/botlib/be_aas_entity.c b/SP/code/botlib/be_aas_entity.c
index 58b5654..85cb100 100644
--- a/SP/code/botlib/be_aas_entity.c
+++ b/SP/code/botlib/be_aas_entity.c
@@ -352,8 +352,8 @@ int AAS_NearestEntity( vec3_t origin, int modelindex ) {
                        continue;
                }
                VectorSubtract( ent->i.origin, origin, dir );
-               if ( abs( dir[0] ) < 40 ) {
-                       if ( abs( dir[1] ) < 40 ) {
+               if ( fabs( dir[0] ) < 40 ) {
+                       if ( fabs( dir[1] ) < 40 ) {
                                dist = VectorLength( dir );
                                if ( dist < bestdist ) {
                                        bestdist = dist;
diff --git a/SP/code/botlib/be_aas_move.c b/SP/code/botlib/be_aas_move.c
index a780c1e..859452c 100644
--- a/SP/code/botlib/be_aas_move.c
+++ b/SP/code/botlib/be_aas_move.c
@@ -161,7 +161,7 @@ int AAS_AgainstLadder( vec3_t origin, int ms_areanum ) {
                //get the plane the face is in
                plane = &( *aasworld ).planes[face->planenum ^ side];
                //if the origin is pretty close to the plane
-               if ( abs( DotProduct( plane->normal, origin ) - plane->dist ) < 
3 ) {
+               if ( fabs( DotProduct( plane->normal, origin ) - plane->dist ) 
< 3 ) {
                        if ( AAS_PointInsideFace( abs( facenum ), origin, 0.1 ) 
) {
                                return qtrue;
                        }
diff --git a/SP/code/botlib/be_aas_reach.c b/SP/code/botlib/be_aas_reach.c
index ecede77..00dab5b 100644
--- a/SP/code/botlib/be_aas_reach.c
+++ b/SP/code/botlib/be_aas_reach.c
@@ -2339,8 +2339,8 @@ int AAS_Reachability_Ladder( int area1num, int area2num ) 
{
                VectorMA( area1point, -32, dir, area1point );
                VectorMA( area2point, 32, dir, area2point );
                //
-               ladderface1vertical = abs( DotProduct( plane1->normal, up ) ) < 
0.1;
-               ladderface2vertical = abs( DotProduct( plane2->normal, up ) ) < 
0.1;
+               ladderface1vertical = fabs( DotProduct( plane1->normal, up ) ) 
< 0.1;
+               ladderface2vertical = fabs( DotProduct( plane2->normal, up ) ) 
< 0.1;
                //there's only reachability between vertical ladder faces
                if ( !ladderface1vertical && !ladderface2vertical ) {
                        return qfalse;
@@ -2350,7 +2350,7 @@ int AAS_Reachability_Ladder( int area1num, int area2num ) 
{
                         //and the ladder faces do not make a sharp corner
                         && DotProduct( plane1->normal, plane2->normal ) > 0.7
                         //and the shared edge is not too vertical
-                        && abs( DotProduct( sharededgevec, up ) ) < 0.7 ) {
+                        && fabs( DotProduct( sharededgevec, up ) ) < 0.7 ) {
                        //create a new reachability link
                        lreach = AAS_AllocReachability();
                        if ( !lreach ) {
@@ -2477,7 +2477,7 @@ int AAS_Reachability_Ladder( int area1num, int area2num ) 
{
                                //
                                if ( face2->faceflags & FACE_LADDER ) {
                                        plane2 = &( *aasworld 
).planes[face2->planenum];
-                                       if ( abs( DotProduct( plane2->normal, 
up ) ) < 0.1 ) {
+                                       if ( fabs( DotProduct( plane2->normal, 
up ) ) < 0.1 ) {
                                                break;
                                        }
                                } //end if
diff --git a/SP/code/botlib/be_ai_move.c b/SP/code/botlib/be_ai_move.c
index 6f5af51..6ea256f 100644
--- a/SP/code/botlib/be_ai_move.c
+++ b/SP/code/botlib/be_ai_move.c
@@ -2120,7 +2120,7 @@ bot_moveresult_t BotTravel_Elevator( bot_movestate_t *ms, 
aas_reachability_t *re
                botimport.Print( PRT_MESSAGE, "bot on elevator\n" );
 #endif //DEBUG_ELEVATOR
           //if vertically not too far from the end point
-               if ( abs( ms->origin[2] - reach->end[2] ) < sv_maxbarrier ) {
+               if ( fabs( ms->origin[2] - reach->end[2] ) < sv_maxbarrier ) {
 #ifdef DEBUG_ELEVATOR
                        botimport.Print( PRT_MESSAGE, "bot moving to end\n" );
 #endif //DEBUG_ELEVATOR
diff --git a/SP/code/botlib/l_precomp.c b/SP/code/botlib/l_precomp.c
index 22fd3f1..5fb57f0 100644
--- a/SP/code/botlib/l_precomp.c
+++ b/SP/code/botlib/l_precomp.c
@@ -2427,7 +2427,7 @@ int PC_Directive_eval( source_t *source ) {
        token.whitespace_p = source->scriptstack->script_p;
        token.endwhitespace_p = source->scriptstack->script_p;
        token.linescrossed = 0;
-       sprintf( token.string, "%d", abs( value ) );
+       sprintf( token.string, "%ld", labs( value ) );
        token.type = TT_NUMBER;
        token.subtype = TT_INTEGER | TT_LONG | TT_DECIMAL;
        PC_UnreadSourceToken( source, &token );
@@ -2533,11 +2533,11 @@ int PC_DollarDirective_evalint( source_t *source ) {
        token.whitespace_p = source->scriptstack->script_p;
        token.endwhitespace_p = source->scriptstack->script_p;
        token.linescrossed = 0;
-       sprintf( token.string, "%d", abs( value ) );
+       sprintf( token.string, "%ld", labs( value ) );
        token.type = TT_NUMBER;
        token.subtype = TT_INTEGER | TT_LONG | TT_DECIMAL;
 #ifdef NUMBERVALUE
-       token.intvalue = abs(value);
+       token.intvalue = labs(value);
        token.floatvalue = token.intvalue;
 #endif //NUMBERVALUE
        PC_UnreadSourceToken( source, &token );
diff --git a/SP/code/cgame/cg_flamethrower.c b/SP/code/cgame/cg_flamethrower.c
index 257bae1..5f00ebf 100644
--- a/SP/code/cgame/cg_flamethrower.c
+++ b/SP/code/cgame/cg_flamethrower.c
@@ -1248,7 +1248,7 @@ void CG_AddFlameToScene( flameChunk_t *fHead ) {
                        while ( fNext && !droppedTrail ) {
                                if (    ( Distance( f->org, fNext->org ) < ( ( 
0.2 + 0.8 * f->lifeFrac ) * f->size * ( isClientFlame ? 0.2 : 0.1 ) ) )
                                                &&  ( fabs( f->size - 
fNext->size ) < ( 40.0 ) )
-                                               &&  ( fabs( f->timeStart - 
fNext->timeStart ) < 50 )
+                                               &&  ( abs( f->timeStart - 
fNext->timeStart ) < 50 )
                                                &&  ( DotProduct( f->velDir, 
fNext->velDir ) > 0.999 )
                                                ) {
                                        if ( !droppedTrail ) {
diff --git a/SP/code/cgame/cg_weapons.c b/SP/code/cgame/cg_weapons.c
index 7da7176..f64c488 100644
--- a/SP/code/cgame/cg_weapons.c
+++ b/SP/code/cgame/cg_weapons.c
@@ -1776,7 +1776,7 @@ static void CG_CalculateWeaponPosition( vec3_t origin, 
vec3_t angles ) {
                VectorMA( origin, angles[ROLL], right, origin );
 
                // pitch the gun down a bit to show that firing is not allowed 
when leaning
-               angles[PITCH] += ( abs( cg.predictedPlayerState.leanf ) / 2.0f 
);
+               angles[PITCH] += ( fabs( cg.predictedPlayerState.leanf ) / 2.0f 
);
 
                // this gives you some impression that the weapon stays in 
relatively the same
                // position while you lean, so you appear to 'peek' over the 
weapon
diff --git a/SP/code/client/cl_cin.c b/SP/code/client/cl_cin.c
index f4a985e..74d3970 100644
--- a/SP/code/client/cl_cin.c
+++ b/SP/code/client/cl_cin.c
@@ -1422,7 +1422,7 @@ e_status CIN_RunCinematic( int handle ) {
        }
 
        thisTime = CL_ScaledMilliseconds();
-       if ( cinTable[currentHandle].shader && ( abs( thisTime - 
cinTable[currentHandle].lastTime ) ) > 100 ) {
+       if ( cinTable[currentHandle].shader && ( thisTime - 
cinTable[currentHandle].lastTime ) > 100 ) {
                cinTable[currentHandle].startTime += thisTime - 
cinTable[currentHandle].lastTime;
        }
 
diff --git a/SP/code/client/cl_input.c b/SP/code/client/cl_input.c
index 02d0650..d639f3c 100644
--- a/SP/code/client/cl_input.c
+++ b/SP/code/client/cl_input.c
@@ -674,10 +674,10 @@ usercmd_t CL_CreateCmd( void ) {
        // draw debug graphs of turning for mouse testing
        if ( cl_debugMove->integer ) {
                if ( cl_debugMove->integer == 1 ) {
-                       SCR_DebugGraph( abs(cl.viewangles[YAW] - 
oldAngles[YAW]) );
+                       SCR_DebugGraph( fabs(cl.viewangles[YAW] - 
oldAngles[YAW]) );
                }
                if ( cl_debugMove->integer == 2 ) {
-                       SCR_DebugGraph( abs(cl.viewangles[PITCH] - 
oldAngles[PITCH]) );
+                       SCR_DebugGraph( fabs(cl.viewangles[PITCH] - 
oldAngles[PITCH]) );
                }
        }
 
diff --git a/SP/code/game/ai_cast_funcs.c b/SP/code/game/ai_cast_funcs.c
index 57c8ed9..8bd1303 100644
--- a/SP/code/game/ai_cast_funcs.c
+++ b/SP/code/game/ai_cast_funcs.c
@@ -594,7 +594,7 @@ char *AIFunc_Idle( cast_state_t *cs ) {
 
                                cs->idleYaw = AICast_GetRandomViewAngle( cs, 
512 );
 
-                               if ( abs( AngleDelta( cs->idleYaw, 
cs->ideal_viewangles[YAW] ) ) < 45 ) {
+                               if ( fabs( AngleDelta( cs->idleYaw, 
cs->ideal_viewangles[YAW] ) ) < 45 ) {
                                        cs->nextIdleAngleChange = level.time + 
1000 + rand() % 2500;
                                } else { // do really fast
                                        cs->nextIdleAngleChange = level.time + 
500;
@@ -890,7 +890,7 @@ char *AIFunc_InspectFriendly( cast_state_t *cs ) {
 
                        cs->idleYaw = AICast_GetRandomViewAngle( cs, 512 );
 
-                       if ( abs( AngleDelta( cs->idleYaw, 
cs->ideal_viewangles[YAW] ) ) < 45 ) {
+                       if ( fabs( AngleDelta( cs->idleYaw, 
cs->ideal_viewangles[YAW] ) ) < 45 ) {
                                cs->nextIdleAngleChange = level.time + 1000 + 
rand() % 2500;
                        } else { // do really fast
                                cs->nextIdleAngleChange = level.time + 500;
@@ -2536,7 +2536,7 @@ char *AIFunc_BattleAmbush( cast_state_t *cs ) {
 
                                        cs->idleYaw = 
AICast_GetRandomViewAngle( cs, 512 );
 
-                                       if ( abs( AngleDelta( cs->idleYaw, 
cs->ideal_viewangles[YAW] ) ) < 45 ) {
+                                       if ( fabs( AngleDelta( cs->idleYaw, 
cs->ideal_viewangles[YAW] ) ) < 45 ) {
                                                cs->nextIdleAngleChange = 
level.time + 1000 + rand() % 2500;
                                        } else { // do really fast
                                                cs->nextIdleAngleChange = 
level.time + 500;
diff --git a/SP/code/game/ai_cast_script_actions.c 
b/SP/code/game/ai_cast_script_actions.c
index 29888ba..e4539bf 100644
--- a/SP/code/game/ai_cast_script_actions.c
+++ b/SP/code/game/ai_cast_script_actions.c
@@ -164,7 +164,7 @@ qboolean AICast_ScriptAction_GotoMarker( cast_state_t *cs, 
char *params ) {
                                                }
                                                if ( fire ) {
                                                        for ( i = 0; i < 2; i++ 
) {
-                                                               diff = abs( 
AngleDifference( cs->viewangles[i], cs->ideal_viewangles[i] ) );
+                                                               diff = fabs( 
AngleDifference( cs->viewangles[i], cs->ideal_viewangles[i] ) );
                                                                if ( diff < 20 
) {
                                                                        // dont 
reload prematurely
                                                                        
cs->noReloadTime = level.time + 1000;
@@ -349,7 +349,7 @@ qboolean AICast_ScriptAction_GotoCast( cast_state_t *cs, 
char *params ) {
                                                }
                                                if ( fire ) {
                                                        for ( i = 0; i < 2; i++ 
) {
-                                                               diff = abs( 
AngleDifference( cs->viewangles[i], cs->ideal_viewangles[i] ) );
+                                                               diff = fabs( 
AngleDifference( cs->viewangles[i], cs->ideal_viewangles[i] ) );
                                                                if ( diff < 20 
) {
                                                                        // dont 
reload prematurely
                                                                        
cs->noReloadTime = level.time + 1000;
@@ -1656,7 +1656,7 @@ qboolean AICast_ScriptAction_FireAtTarget( cast_state_t 
*cs, char *params ) {
        VectorNormalize( vec );
        vectoangles( vec, cs->ideal_viewangles );
        for ( i = 0; i < 2; i++ ) {
-               diff = abs( AngleDifference( cs->bs->cur_ps.viewangles[i], 
cs->ideal_viewangles[i] ) );
+               diff = fabs( AngleDifference( cs->bs->cur_ps.viewangles[i], 
cs->ideal_viewangles[i] ) );
                if ( VectorCompare( vec3_origin, ent->s.pos.trDelta ) ) {
                        if ( diff ) {
                                return qfalse;  // not facing yet
diff --git a/SP/code/game/ai_main.c b/SP/code/game/ai_main.c
index 220e199..4a54d03 100644
--- a/SP/code/game/ai_main.c
+++ b/SP/code/game/ai_main.c
@@ -360,7 +360,7 @@ void BotChangeViewAngles( bot_state_t *bs, float thinktime 
) {
        }
        maxchange *= thinktime;
        for ( i = 0; i < 2; i++ ) {
-               diff = abs( AngleDifference( bs->viewangles[i], 
bs->ideal_viewangles[i] ) );
+               diff = fabs( AngleDifference( bs->viewangles[i], 
bs->ideal_viewangles[i] ) );
                anglespeed = diff * factor;
                if ( anglespeed > maxchange ) {
                        anglespeed = maxchange;
@@ -449,7 +449,7 @@ void BotInputToUserCommand( bot_input_t *bi, usercmd_t 
*ucmd, int delta_angles[3
        //set the view independent movement
        f = DotProduct(forward, bi->dir);
        r = DotProduct(right, bi->dir);
-       u = abs(forward[2]) * bi->dir[2];
+       u = fabs(forward[2]) * bi->dir[2];
        m = fabs(f);
 
        if (fabs(r) > m) {
diff --git a/SP/code/rend2/tr_main.c b/SP/code/rend2/tr_main.c
index 200a6a9..067d8be 100644
--- a/SP/code/rend2/tr_main.c
+++ b/SP/code/rend2/tr_main.c
@@ -2684,7 +2684,7 @@ void R_RenderPshadowMaps(const refdef_t *fd)
                VectorScale(lightDir, -1.0f, shadow->lightViewAxis[0]);
                VectorSet(up, 0, 0, -1);
 
-               if ( abs(DotProduct(up, shadow->lightViewAxis[0])) > 0.9f )
+               if ( fabs(DotProduct(up, shadow->lightViewAxis[0])) > 0.9f )
                {
                        VectorSet(up, -1, 0, 0);
                }
@@ -2927,7 +2927,7 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
        }
 
        // Check if too close to parallel to light direction
-       if (abs(DotProduct(lightViewAxis[2], lightViewAxis[0])) > 0.9f)
+       if (fabs(DotProduct(lightViewAxis[2], lightViewAxis[0])) > 0.9f)
        {
                if (level == 3 || lightViewIndependentOfCameraView)
                {
diff --git a/SP/code/ui/ui_shared.c b/SP/code/ui/ui_shared.c
index e258082..81c4a98 100644
--- a/SP/code/ui/ui_shared.c
+++ b/SP/code/ui/ui_shared.c
@@ -1372,10 +1372,10 @@ void Menu_TransitionItemByName( menuDef_t *menu, const 
char *p, rectDef_t rectFr
                        item->window.offsetTime = time;
                        memcpy( &item->window.rectClient, &rectFrom, sizeof( 
rectDef_t ) );
                        memcpy( &item->window.rectEffects, &rectTo, sizeof( 
rectDef_t ) );
-                       item->window.rectEffects2.x = abs( rectTo.x - 
rectFrom.x ) / amt;
-                       item->window.rectEffects2.y = abs( rectTo.y - 
rectFrom.y ) / amt;
-                       item->window.rectEffects2.w = abs( rectTo.w - 
rectFrom.w ) / amt;
-                       item->window.rectEffects2.h = abs( rectTo.h - 
rectFrom.h ) / amt;
+                       item->window.rectEffects2.x = fabs( rectTo.x - 
rectFrom.x ) / amt;
+                       item->window.rectEffects2.y = fabs( rectTo.y - 
rectFrom.y ) / amt;
+                       item->window.rectEffects2.w = fabs( rectTo.w - 
rectFrom.w ) / amt;
+                       item->window.rectEffects2.h = fabs( rectTo.h - 
rectFrom.h ) / amt;
                        Item_UpdatePosition( item );
                }
        }

-- 
Alioth's /usr/local/bin/git-commit-notice on 
/srv/git.debian.org/git/pkg-games/iortcw.git

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