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Incorrect usage of FLT_MIN #519
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Hang on, are there also Source SDK MP analogues for these, or were these only found in the Singleplayer branch? |
@SC1040-TS2 They are also in the MP branch. |
The code for these portions is identical between MP and SP. |
Understood. Just clarifying that given MP entries were not posted. On a different relevant note, I noticed that the vecMin values are specified as FLT_MAX, while the vecMax values are specified as FLT_MIN. Is this correct, or also an incorrect usage that must be swapped to fix? |
It is a correct usage - they are used in a loop to pick the min/max values from a range, so everything less than FLT_MAX/greater than std::numeric_limits::lowest() respectively should be considered. If they were swapped, the checks would never pass and thus the vectors would always keep their extreme values. |
Understood. Just making sure that was the case, for my own understanding's sake. |
I think it will not be correct usage. |
Reposting from #518 since the creator is banned. These usages from FLT_MIN should be replaced with
std::numeric_limits<float>::lowest()
, and FLT_MAX withstd::numeric_limit<float>::max()
for consistency though these are standard to be equivalent. Here are all the incorrect usages in the public repo:source-sdk-2013/sp/src/public/builddisp.cpp
Line 2779 in 0d8dcee
source-sdk-2013/sp/src/utils/vrad/vrad_dispcoll.cpp
Line 868 in 0d8dcee
source-sdk-2013/sp/src/utils/vrad/vrad_dispcoll.cpp
Line 1017 in 0d8dcee
source-sdk-2013/sp/src/game/client/c_effects.cpp
Line 1678 in 0d8dcee
This has been (incorrectly but passably) fixed in Garry's Mod as of Aug 6: https://commits.facepunch.com/388626
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