Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
-vector vec_bias(vector v, float f){
+vector vec_bias(vector v, float f)
+{
vector c;
c_x = v_x + f;
c_y = v_y + f;
c_z = v_z + f;
return c;
}
-vector vec_to_min (vector a, vector b) {
+vector vec_to_min(vector a, vector b)
+{
vector c;
- c_x = min (a_x, b_x);
- c_y = min (a_y, b_y);
- c_z = min (a_z, b_z);
+ c_x = min(a_x, b_x);
+ c_y = min(a_y, b_y);
+ c_z = min(a_z, b_z);
return c;
}
-vector vec_to_max (vector a, vector b) {
+vector vec_to_max(vector a, vector b)
+{
vector c;
- c_x = max (a_x, b_x);
- c_y = max (a_y, b_y);
- c_z = max (a_z, b_z);
+ c_x = max(a_x, b_x);
+ c_y = max(a_y, b_y);
+ c_z = max(a_z, b_z);
return c;
}
// there may already be a function for bounding a vector in this manner, however my very quick search did not reveal one -- Player_2
-vector vec_bounds_in (vector point, vector a, vector b) {
+vector vec_bounds_in(vector point, vector a, vector b)
+{
vector c, d, e;
- d = vec_to_min(a,b);
- e = vec_to_max(a,b);
+ d = vec_to_min(a, b);
+ e = vec_to_max(a, b);
c = vec_to_max(point, d);
c = vec_to_min(c, e);
return c;
-
}
-vector vec_bounds_out (vector point, vector a, vector b) {
+vector vec_bounds_out(vector point, vector a, vector b)
+{
vector c, d, e;
- d = vec_to_max(a,b);
- e = vec_to_min(a,b);
+ d = vec_to_max(a, b);
+ e = vec_to_min(a, b);
c = vec_to_max(point, d);
c = vec_to_min(c, e);
return c;
-
}
-float angle_snap_f (float f, float increment){
-
+float angle_snap_f(float f, float increment)
+{
float i;
- for (i = 0; i <= 360; ){
- if (f <= i - increment)
- return i - increment;
+ for (i = 0; i <= 360; )
+ {
+ if (f <= i - increment) return i - increment;
i = i + increment;
}
return 0;
}
-vector angle_snap_vec (vector v, float increment) {
+vector angle_snap_vec(vector v, float increment)
+{
vector c;
- c_x = angle_snap_f (v_x, increment);
- c_y = angle_snap_f (v_y, increment);
- c_z = angle_snap_f (v_z, increment);
+ c_x = angle_snap_f(v_x, increment);
+ c_y = angle_snap_f(v_y, increment);
+ c_z = angle_snap_f(v_z, increment);
return c;
}
-vector aim_vec (vector origin, vector target) {
+vector aim_vec(vector origin, vector target)
+{
vector v;
- //we float around x and y, but rotate around z
+ // we float around x and y, but rotate around z
v_x = target_x - origin_x;
v_y = target_y - origin_y;
v_z = origin_z - target_z;
- //get the angles actual
+ // get the angles actual
return vectoangles(normalize(v));
}