.vector origin;
+
+// angles of the player's model (as opposed to their view which uses `.vector v_angle;`) in degrees
+// x is pitch: positive means up (unlike .v_angle), usually is 0
+// y is yaw: between -180 and 180, increases when turning left
+// z is roll: positive means tilted clockwise, usually is 0
.vector angles;
/*
* 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 offset between angle ang and angle of the vector from->to
*/
+ERASEABLE
vector angleofs3(vector from, vector ang, vector to)
{
vector v_res;