X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Flib%2Fp2mathlib.qc;h=ac04034dda1d9d9714a7397de8899b1887fa271e;hb=c6ebaefab2aca7df4648dac3ccdd4b52de45d0ed;hp=85c5396d7ed72cfdba1e22494fed169e68c53450;hpb=e8e214d23e2cab174facf54bf032bdde8d1e5304;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/lib/p2mathlib.qc b/qcsrc/lib/p2mathlib.qc index 85c5396d7..ac04034dd 100644 --- a/qcsrc/lib/p2mathlib.qc +++ b/qcsrc/lib/p2mathlib.qc @@ -17,82 +17,87 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ -vector vec_bias(vector v, float f){ +vector vec_bias(vector v, float f) +{ vector c; c_x = v_x + f; c_y = v_y + f; c_z = v_z + f; return c; } -vector vec_to_min (vector a, vector b) { +vector vec_to_min(vector a, vector b) +{ vector c; - c_x = min (a_x, b_x); - c_y = min (a_y, b_y); - c_z = min (a_z, b_z); + c_x = min(a_x, b_x); + c_y = min(a_y, b_y); + c_z = min(a_z, b_z); return c; } -vector vec_to_max (vector a, vector b) { +vector vec_to_max(vector a, vector b) +{ vector c; - c_x = max (a_x, b_x); - c_y = max (a_y, b_y); - c_z = max (a_z, b_z); + c_x = max(a_x, b_x); + c_y = max(a_y, b_y); + c_z = max(a_z, b_z); return c; } // there may already be a function for bounding a vector in this manner, however my very quick search did not reveal one -- Player_2 -vector vec_bounds_in (vector point, vector a, vector b) { +vector vec_bounds_in(vector point, vector a, vector b) +{ vector c, d, e; - d = vec_to_min(a,b); - e = vec_to_max(a,b); + d = vec_to_min(a, b); + e = vec_to_max(a, b); c = vec_to_max(point, d); c = vec_to_min(c, e); return c; - } -vector vec_bounds_out (vector point, vector a, vector b) { +vector vec_bounds_out(vector point, vector a, vector b) +{ vector c, d, e; - d = vec_to_max(a,b); - e = vec_to_min(a,b); + d = vec_to_max(a, b); + e = vec_to_min(a, b); c = vec_to_max(point, d); c = vec_to_min(c, e); return c; - } -float angle_snap_f (float f, float increment){ - +float angle_snap_f(float f, float increment) +{ float i; - for (i = 0; i <= 360; ){ - if (f <= i - increment) - return i - increment; + for (i = 0; i <= 360; ) + { + if (f <= i - increment) return i - increment; i = i + increment; } return 0; } -vector angle_snap_vec (vector v, float increment) { +vector angle_snap_vec(vector v, float increment) +{ vector c; - c_x = angle_snap_f (v_x, increment); - c_y = angle_snap_f (v_y, increment); - c_z = angle_snap_f (v_z, increment); + c_x = angle_snap_f(v_x, increment); + c_y = angle_snap_f(v_y, increment); + c_z = angle_snap_f(v_z, increment); return c; } -vector aim_vec (vector origin, vector target) { +vector aim_vec(vector origin, vector target) +{ vector v; - //we float around x and y, but rotate around z + // we float around x and y, but rotate around z v_x = target_x - origin_x; v_y = target_y - origin_y; v_z = origin_z - target_z; - //get the angles actual + // get the angles actual return vectoangles(normalize(v)); }