nuclide/Source/Math.h
Marco Hladik 5fa7002844 - Added everything needed for networked sprays
- Switched to custom pmove code (early, WIP) instead of the engine one, again
- Made nightvision compatible with splitscreen modes
- Player animation fixes
- Prediction fixes
- Fixed radius damage, so grenades and bombs should apply proper damage now
- Added func_wall_toggle
- Small entity fixes
2019-01-03 02:26:39 +01:00

103 lines
3 KiB
C
Executable file

/*
Copyright 2016-2018 Marco "eukara" Hladik
MIT LICENSE
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
*/
#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
//.vector basevelocity;
int QPhysics_IsStuck( entity eTarget, vector vOffset, vector vecMins, vector vecMaxs )
{
if ( eTarget.solid != SOLID_SLIDEBOX ) {
return FALSE;
}
tracebox( eTarget.origin + vOffset, vecMins, vecMaxs, eTarget.origin + vOffset, FALSE, eTarget );
return trace_startsolid;
}
void PMove_Run (void)
void QPhysics_Run ( entity eTarget )
{
float flFallVel = ( eTarget.flags & FL_ONGROUND ) ? 0 : -eTarget.velocity_z;
eTarget.maxspeed = Game_GetMaxSpeed( eTarget );
//runstandardplayerphysics( eTarget );
PMove_Run();
#ifdef SSQC
if ( ( eTarget.flags & FL_ONGROUND ) && eTarget.movetype == MOVETYPE_WALK && ( flFallVel > 580 )) {
float fFallDamage = ( flFallVel - 580 ) * ( 100 / ( 1024 - 580 ) );
Damage_Apply( eTarget, world, fFallDamage, eTarget.origin, FALSE );
}
#endif
}
#endif