n = tokenizebyseparator(s, ", ");
}
string s2 = "";
- for (string arg = ""; i < n; i++)
+ for (string arg = ""; i < n; ++i)
{
if (i >= 0) arg = argv(i);
// cond is the condition for showing the mutator enabled in the menu
}
#ifdef GAMEQC
-string ScoreString(int pFlags, float pValue)
+string ScoreString(int pFlags, float pValue, int rounds_played)
{
string valstr;
float l;
valstr = (pValue < 256 ? count_ordinal(pValue) : _("N/A"));
else if(pFlags & SFL_TIME)
valstr = TIME_ENCODED_TOSTRING(pValue, true);
+ else if (rounds_played)
+ valstr = sprintf("%.1f", pValue / rounds_played);
else
valstr = ftos(pValue);
float q = (data & 0x0F80) / 0x80;
int len = (data & 0x007F);
- //print("\ndecompress: p ", ftos(p)); print("q ", ftos(q)); print("len ", ftos(len), "\n");
+ //print("\ndecompress: p:", ftos(p)); print(" q:", ftos(q)); print(" len:", ftos(len), "\n");
if(p == 0)
{
}
else
{
- q = .19634954084936207740 * q;
+ q = .19634954084936207740 * q;
p = .19634954084936207740 * p - 1.57079632679489661922;
out.x = cos(q) * cos(p);
out.y = sin(q) * cos(p);
y = 30;
}
else
- y = floor(0.5 + ang.y * 32 / 360) & 31; // 0..360 to 0..32
+ y = floor(0.5 + ang.y * 32 / 360) & 31; // 0..360 to 0..32
len = invertLengthLog(vlen(vec));
- //print("compressed: p ", ftos(p)); print("y ", ftos(y)); print("len ", ftos(len), "\n");
+ //print("compressed: p:", ftos(p)); print(" y:", ftos(y)); print(" len:", ftos(len), "\n");
return (p * 0x1000) + (y * 0x80) + len;
}
return myvel + spd * mydir;
}
+// compresses the shot origin offset vector to an int with the following format:
+// xxxxxxxx SSyyyyyy SUzzzzzz
+// 32109876 54321098 76543210
+// 1st byte: x component (it uses all 8 bits)
+// 2nd byte: y component in the last 6 bits and the signs of the x and y components
+// 3rd byte: z component in the last 6 bits and the sign of the z component (the 2nd bit is unused)
+// all values are doubled on compression and halved on decompression
+// so the precision for all components is 0.5
+// values are bound to the following ranges:
+// x: -127.5 +127.5
+// y: -31.5 +31.5
+// z: -31.5 +31.5
float compressShotOrigin(vector v)
{
- float rx = rint(v.x * 2);
- float ry = rint(v.y * 4) + 128;
- float rz = rint(v.z * 4) + 128;
- if(rx > 255 || rx < 0)
+ int rx_neg = (v.x < 0) ? 1 : 0;
+ int ry_neg = (v.y < 0) ? 1 : 0;
+ int rz_neg = (v.z < 0) ? 1 : 0;
+ int rx = rint(fabs(v.x) * 2);
+ int ry = rint(fabs(v.y) * 2);
+ int rz = rint(fabs(v.z) * 2);
+ if(rx > 255) // 128 * 2 - 1
{
LOG_DEBUG("shot origin ", vtos(v), " x out of bounds\n");
rx = bound(0, rx, 255);
}
- if(ry > 255 || ry < 0)
+ if(ry > 63) // 32 * 2 - 1
{
LOG_DEBUG("shot origin ", vtos(v), " y out of bounds\n");
- ry = bound(0, ry, 255);
+ ry = bound(0, ry, 63);
}
- if(rz > 255 || rz < 0)
+ if(rz > 63) // 32 * 2 - 1
{
LOG_DEBUG("shot origin ", vtos(v), " z out of bounds\n");
- rz = bound(0, rz, 255);
+ rz = bound(0, rz, 63);
}
+ ry |= ry_neg * BIT(6) + rx_neg * BIT(7);
+ rz |= rz_neg * BIT(6); // BIT(7) unused
return rx * 0x10000 + ry * 0x100 + rz;
}
vector decompressShotOrigin(int f)
{
vector v;
- v.x = ((f & 0xFF0000) / 0x10000) / 2;
- v.y = ((f & 0xFF00) / 0x100 - 128) / 4;
- v.z = ((f & 0xFF) - 128) / 4;
- return v;
+ v.x = f >> 16;
+ v.y = (f & 0xFF00) >> 8;
+ v.z = f & 0xFF;
+ // remove sign bits and apply sign
+ if (v.y & BIT(7)) { v.y &= ~BIT(7); v.x *= -1; }
+ if (v.y & BIT(6)) { v.y &= ~BIT(6); v.y *= -1; }
+ if (v.z & BIT(6)) { v.z &= ~BIT(6); v.z *= -1; }
+ return v / 2;
}
#ifdef GAMEQC