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ns v3.2.1a fix
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2 changed files with 5 additions and 36 deletions
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@ -111,7 +111,7 @@ void AngleVectorsTranspose (const vec3_t angles, vec3_t forward, vec3_t right, v
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}
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}
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#ifndef DISABLE_VEC_FUNCS
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void AngleMatrix (const vec3_t angles, float (*matrix)[4] )
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{
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float angle;
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@ -142,37 +142,6 @@ void AngleMatrix (const vec3_t angles, float (*matrix)[4] )
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matrix[2][3] = 0.0;
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}
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void AngleIMatrix (const vec3_t angles, float matrix[3][4] )
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{
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float angle;
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float sr, sp, sy, cr, cp, cy;
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angle = angles[YAW] * (M_PI*2 / 360);
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sy = sin(angle);
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cy = cos(angle);
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angle = angles[PITCH] * (M_PI*2 / 360);
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sp = sin(angle);
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cp = cos(angle);
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angle = angles[ROLL] * (M_PI*2 / 360);
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sr = sin(angle);
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cr = cos(angle);
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// matrix = (YAW * PITCH) * ROLL
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matrix[0][0] = cp*cy;
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matrix[0][1] = cp*sy;
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matrix[0][2] = -sp;
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matrix[1][0] = sr*sp*cy+cr*-sy;
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matrix[1][1] = sr*sp*sy+cr*cy;
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matrix[1][2] = sr*cp;
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matrix[2][0] = (cr*sp*cy+-sr*-sy);
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matrix[2][1] = (cr*sp*sy+-sr*cy);
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matrix[2][2] = cr*cp;
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matrix[0][3] = 0.0;
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matrix[1][3] = 0.0;
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matrix[2][3] = 0.0;
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}
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#endif
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#ifndef DISABLE_VEC_FUNCS
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void VectorTransform (const vec3_t in1, float in2[3][4], vec3_t out)
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{
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@ -180,7 +149,7 @@ void VectorTransform (const vec3_t in1, float in2[3][4], vec3_t out)
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out[1] = DotProduct(in1, in2[1]) + in2[1][3];
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out[2] = DotProduct(in1, in2[2]) + in2[2][3];
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}
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#endif
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int VectorCompare (const vec3_t v1, const vec3_t v2)
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{
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int i;
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@ -191,7 +160,7 @@ int VectorCompare (const vec3_t v1, const vec3_t v2)
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return 1;
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}
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#ifndef DISABLE_VEC_FUNCS
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void VectorMA (const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc)
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{
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vecc[0] = veca[0] + scale*vecb[0];
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@ -227,14 +196,14 @@ void _VectorCopy (vec3_t in, vec3_t out)
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out[2] = in[2];
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}
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#ifndef DISABLE_VEC_FUNCS
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void CrossProduct (const vec3_t v1, const vec3_t v2, vec3_t cross)
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{
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cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
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cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
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cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
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}
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#endif
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double sqrt(double x);
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