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synced 2025-12-16 13:12:22 +00:00
removed CLAMP define
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@@ -241,10 +241,10 @@
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if(!homing_target)
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return FALSE
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var/datum/point/PT = RETURN_PRECISE_POINT(homing_target)
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PT.x += CLAMP(homing_offset_x, 1, world.maxx)
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PT.y += CLAMP(homing_offset_y, 1, world.maxy)
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PT.x += clamp(homing_offset_x, 1, world.maxx)
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PT.y += clamp(homing_offset_y, 1, world.maxy)
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var/angle = closer_angle_difference(Angle, angle_between_points(RETURN_PRECISE_POINT(src), PT))
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setAngle(Angle + CLAMP(angle, -homing_turn_speed, homing_turn_speed))
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setAngle(Angle + clamp(angle, -homing_turn_speed, homing_turn_speed))
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/obj/item/projectile/proc/set_homing_target(atom/A)
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if(!A || (!isturf(A) && !isturf(A.loc)))
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@@ -322,7 +322,7 @@
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crash_with("WARNING: Projectile [type] deleted due to being unable to resolve a target after angle was null!")
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qdel(src)
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return
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var/turf/target = locate(CLAMP(starting + xo, 1, world.maxx), CLAMP(starting + yo, 1, world.maxy), starting.z)
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var/turf/target = locate(clamp(starting + xo, 1, world.maxx), clamp(starting + yo, 1, world.maxy), starting.z)
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setAngle(Get_Angle(src, target))
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if(dispersion)
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setAngle(Angle + rand(-dispersion, dispersion))
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@@ -464,7 +464,7 @@
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// Multiply projectile damage by 1.2, then CLAMP the value between 30 and 100.
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// This was 0.67 but in practice it made all projectiles that did 45 or less damage play at 30,
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// which is hard to hear over the gunshots, and is rather rare for a projectile to do that much.
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return CLAMP((value_to_use) * 1.2, 30, 100)
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return clamp((value_to_use) * 1.2, 30, 100)
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else
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return 50 //if the projectile doesn't do damage or agony, play its hitsound at 50% volume.
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@@ -812,7 +812,7 @@
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/obj/item/projectile/proc/impact_sounds(atom/A)
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if(hitsound_wall && !ismob(A)) // Mob sounds are handled in attack_mob().
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var/volume = CLAMP(vol_by_damage() + 20, 0, 100)
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var/volume = clamp(vol_by_damage() + 20, 0, 100)
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if(silenced)
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volume = 5
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playsound(A, hitsound_wall, volume, 1, -1)
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