Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
31 lines
411 B
C++
31 lines
411 B
C++
#include <math.h>
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#include "Geom.hpp"
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#include "Map.hpp"
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Map *DEM;
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int point_limit = -1;
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real error_threshold = 0.0;
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real rint (real in)
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{
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return floor(in+0.5);
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}
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void Map::findLimits()
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{
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min = HUGE;
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max = -HUGE;
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for(int i=0;i<width;i++)
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for(int j=0;j<height;j++)
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{
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real val = eval(i,j);
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if( val<min ) min = val;
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if( val>max ) max = val;
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}
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}
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