/*
* Return a angle within +/- 360.
*/
+ERASEABLE
float anglemods(float v)
{
v = v - 360 * floor(v / 360);
/*
* Return the short angle
*/
+ERASEABLE
float shortangle_f(float ang1, float ang2)
{
if(ang1 > ang2)
return ang1;
}
+ERASEABLE
vector shortangle_v(vector ang1, vector ang2)
{
vector vtmp;
return vtmp;
}
+ERASEABLE
vector shortangle_vxy(vector ang1, vector ang2)
{
vector vtmp = '0 0 0';
}
/*
-* Return the angle between two enteties
+* Return the angle offset between angle ang and angle of the vector from->to
*/
-vector angleofs(entity from, entity to)
-{
- vector v_res;
-
- v_res = normalize(to.origin - from.origin);
- v_res = vectoangles(v_res);
- v_res = v_res - from.angles;
-
- if (v_res_x < 0) v_res_x += 360;
- if (v_res_x > 180) v_res_x -= 360;
- if (v_res_y < 0) v_res_y += 360;
- if (v_res_y > 180) v_res_y -= 360;
-
- return v_res;
-}
-
-vector angleofs3(vector from, vector from_a, entity to)
+ERASEABLE
+vector angleofs3(vector from, vector ang, vector to)
{
vector v_res;
- v_res = normalize(to.origin - from);
+ v_res = normalize(to - from);
v_res = vectoangles(v_res);
- v_res = v_res - from_a;
+ v_res = v_res - ang;
if (v_res_x < 0) v_res_x += 360;
if (v_res_x > 180) v_res_x -= 360;
return v_res;
}
+
+#define angleofs(from, to) angleofs3(from.origin, from.angles, to.origin)