return valstr;
}
-float dotproduct(vector a, vector b)
-{
- return a.x * b.x + a.y * b.y + a.z * b.z;
-}
-
-vector cross(vector a, vector b)
-{
- return
- '1 0 0' * (a.y * b.z - a.z * b.y)
- + '0 1 0' * (a.z * b.x - a.x * b.z)
- + '0 0 1' * (a.x * b.y - a.y * b.x);
-}
-
// compressed vector format:
// like MD3, just even shorter
// 4 bit pitch (16 angles), 0 is -90, 8 is 0, 16 would be 90
}
#ifndef MENUQC
-vector healtharmor_maxdamage(float h, float a, float armorblock, float deathtype)
+vector healtharmor_maxdamage(float h, float a, float armorblock, int deathtype)
{
// NOTE: we'll always choose the SMALLER value...
float healthdamage, armordamage, armorideal;
return v;
}
-vector healtharmor_applydamage(float a, float armorblock, float deathtype, float damage)
+vector healtharmor_applydamage(float a, float armorblock, int deathtype, float damage)
{
vector v;
if (deathtype == DEATH_DROWN) // Why should armor help here...