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-rw-r--r--src/cgame/cg_buildable.c3
-rw-r--r--src/renderergl2/tr_main.c4
-rw-r--r--src/ui/ui_shared.c8
3 files changed, 7 insertions, 8 deletions
diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c
index 5aae1d20..ca170fd6 100644
--- a/src/cgame/cg_buildable.c
+++ b/src/cgame/cg_buildable.c
@@ -897,8 +897,7 @@ static void CG_BuildableStatusDisplay( centity_t *cent )
VectorCopy( cent->lerpOrigin, origin );
// center point
- origin[ 2 ] += mins[ 2 ];
- origin[ 2 ] += ( abs( mins[ 2 ] ) + abs( maxs[ 2 ] ) ) / 2;
+ origin[ 2 ] += ( mins[ 2 ] + maxs[ 2 ] ) / 2;
entNum = cg.predictedPlayerState.clientNum;
diff --git a/src/renderergl2/tr_main.c b/src/renderergl2/tr_main.c
index 9751ecb3..3fc7c06c 100644
--- a/src/renderergl2/tr_main.c
+++ b/src/renderergl2/tr_main.c
@@ -2363,7 +2363,7 @@ 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 ( fabsf(DotProduct(up, shadow->lightViewAxis[0])) > 0.9f )
{
VectorSet(up, -1, 0, 0);
}
@@ -2606,7 +2606,7 @@ 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 (fabsf(DotProduct(lightViewAxis[2], lightViewAxis[0])) > 0.9f)
{
if (level == 3 || lightViewIndependentOfCameraView)
{
diff --git a/src/ui/ui_shared.c b/src/ui/ui_shared.c
index 2b491579..b027b513 100644
--- a/src/ui/ui_shared.c
+++ b/src/ui/ui_shared.c
@@ -1689,10 +1689,10 @@ 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 );
}
}