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-rw-r--r--src/peds/PlayerPed.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp
index 962c83df..0163c12c 100644
--- a/src/peds/PlayerPed.cpp
+++ b/src/peds/PlayerPed.cpp
@@ -182,7 +182,7 @@ CPlayerPed::MakeChangesForNewWeapon(int8 weapon)
}
SetCurrentWeapon(weapon);
- GetWeapon()->m_nAmmoInClip = min(GetWeapon()->m_nAmmoTotal, CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nAmountofAmmunition);
+ GetWeapon()->m_nAmmoInClip = Min(GetWeapon()->m_nAmmoTotal, CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nAmountofAmmunition);
if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAim))
ClearWeaponTarget();
@@ -699,7 +699,7 @@ CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
#else
m_fRotationDest = CGeneral::LimitRadianAngle(TheCamera.Orientation);
#endif
- m_fMoveSpeed = min(padMoveInGameUnit, 0.07f * CTimer::GetTimeStep() + m_fMoveSpeed);
+ m_fMoveSpeed = Min(padMoveInGameUnit, 0.07f * CTimer::GetTimeStep() + m_fMoveSpeed);
} else {
m_fMoveSpeed = 0.0f;
}
@@ -1186,7 +1186,7 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
}
float maxAcc = 0.07f * CTimer::GetTimeStep();
- m_fMoveSpeed = min(padMoveInGameUnit, m_fMoveSpeed + maxAcc);
+ m_fMoveSpeed = Min(padMoveInGameUnit, m_fMoveSpeed + maxAcc);
} else {
m_fMoveSpeed = 0.0f;
@@ -1406,7 +1406,7 @@ CPlayerPed::ProcessControl(void)
if (bVehEnterDoorIsBlocked || bKindaStayInSamePlace) {
m_fMoveSpeed = 0.0f;
} else {
- m_fMoveSpeed = min(2.0f, 2.0f * (m_vecSeekPos - GetPosition()).Magnitude2D());
+ m_fMoveSpeed = Min(2.0f, 2.0f * (m_vecSeekPos - GetPosition()).Magnitude2D());
}
if (padUsed && !padUsed->ArePlayerControlsDisabled()) {
if (padUsed->GetTarget() || padUsed->GetLeftStickXJustDown() || padUsed->GetLeftStickYJustDown() ||