/* OpenCS Project Copyright (C) 2016, 2017 Marco "eukara" Hladik This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #define MATH_PI 3.1415926 float Math_LerpAngle( float fStart, float fEnd, float fAmount ) { float shortest_angle = ( ( ( ( fEnd - fStart ) % 360 ) + 540 ) % 360 ) - 180; return shortest_angle * fAmount; } float Math_Lerp( float fA, float fB, float fPercent ) { return ( fA * ( 1 - fPercent ) ) + ( fB * fPercent ); } float Math_VectorNormalize( vector v ) { float length, ilength; length = v_x*v_x + v_y*v_y + v_z*v_z; length = sqrt( length ); // FIXME if ( length ) { ilength = 1 / length; v[0] *= ilength; v[1] *= ilength; v[2] *= ilength; } return length; } void Math_VectorScale( vector in, float scale, __inout vector out ) { out_x = in_x * scale; out_y = in_y * scale; out_z = in_z * scale; } float Math_FixDelta( float fDelta ) { if ( fDelta >= 180 ) { fDelta -= 360; } else if ( fDelta <= -180 ) { fDelta += 360; } return fDelta; } float Math_CRandom( void ) { return 2 * ( random() - 0.5 ); } #if defined(SSQC) || defined(CSQC) #ifdef SSQC void Damage_Apply( entity eTarget, entity eAttacker, int iDamage, vector vHitPos, int iSkipArmor ); #endif void runplayerphysics(void) { //operates on self float fallvel = ( self.flags & FL_ONGROUND )?0:-self.velocity_z; runstandardplayerphysics(self); if ( ( self.flags & FL_ONGROUND ) && self.movetype == MOVETYPE_WALK && ( fallvel > 100 )) { #ifdef SSQC if ( fallvel > 580 ) { float fFallDamage = (fallvel-580) * ( 200 / ( 1024 - 580 ) ); Damage_Apply( self, world, fFallDamage, self.origin, FALSE ); } #endif if ( fallvel > 200 ) { self.velocity *= 0.25; } } } #endif