Even more conversion, lots of superfluous macro removal
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@@ -128,11 +128,13 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define B_SCALE (1<<3)
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//johnfitz
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#include <algorithm>
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//johnfitz -- PROTOCOL_FITZQUAKE -- alpha encoding
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#define ENTALPHA_DEFAULT 0 //entity's alpha is "default" (i.e. water obeys r_wateralpha) -- must be zero so zeroed out memory works
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#define ENTALPHA_ZERO 1 //entity is invisible (lowest possible alpha)
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#define ENTALPHA_ONE 255 //entity is fully opaque (highest possible alpha)
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#define ENTALPHA_ENCODE(a) (((a)==0)?ENTALPHA_DEFAULT:Q_rint(CLAMP(1.0f,(a)*254.0f+1,255.0f))) //server convert to byte to send to client
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#define ENTALPHA_ENCODE(a) (((a)==0)?ENTALPHA_DEFAULT:Q_rint(std::clamp((float)((a)*254.0f+1), 1.0f, 255.0f))) //server convert to byte to send to client
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#define ENTALPHA_DECODE(a) (((a)==ENTALPHA_DEFAULT)?1.0f:((float)(a)-1)/(254)) //client convert to float for rendering
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#define ENTALPHA_TOSAVE(a) (((a)==ENTALPHA_DEFAULT)?0.0f:(((a)==ENTALPHA_ZERO)?-1.0f:((float)(a)-1)/(254))) //server convert to float for savegame
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//johnfitz
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