Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
-vector vec_bias(vector v, float f){
+ERASEABLE
+vector vec_bias(vector v, float f)
+{
vector c;
- c_x = v_x + f;
- c_y = v_y + f;
- c_z = v_z + f;
+ 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) {
+ERASEABLE
+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) {
+ERASEABLE
+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 c, d, e;
+ERASEABLE
+vector vec_bounds_in(vector point, vector a, vector b)
+{
+ vector d = vec_to_min(a, b);
+ vector 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);
+ vector c = vec_to_min(vec_to_max(point, d), e);
return c;
-
}
-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);
+ERASEABLE
+vector vec_bounds_out(vector point, vector a, vector b)
+{
+ vector d = vec_to_max(a, b);
+ vector e = vec_to_min(a, b);
- c = vec_to_max(point, d);
- c = vec_to_min(c, e);
+ vector c = vec_to_min(vec_to_max(point, d), e);
return c;
-
}
-float angle_snap_f (float f, float increment){
-
- float i;
- for (i = 0; i <= 360; ){
- if (f <= i - increment)
- return i - increment;
- i = i + increment;
+ERASEABLE
+float angle_snap_f(float f, float increment)
+{
+ for (int j = 0; j <= 360; )
+ {
+ if (f <= j - increment) return j - increment;
+ j = j + increment;
}
return 0;
}
-vector angle_snap_vec (vector v, float increment) {
+ERASEABLE
+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) {
+ERASEABLE
+vector aim_vec(vector org, vector targ)
+{
vector v;
- //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
+ // we float around x and y, but rotate around z
+ v.x = targ.x - org.x;
+ v.y = targ.y - org.y;
+ v.z = org.z - targ.z;
+ // get the angles actual
return vectoangles(normalize(v));
}