Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
-[[eraseable]]
+ERASEABLE
vector vec_bias(vector v, float f)
{
vector c;
c.z = v.z + f;
return c;
}
-[[eraseable]]
+ERASEABLE
vector vec_to_min(vector a, vector b)
{
vector c;
return c;
}
-[[eraseable]]
+ERASEABLE
vector vec_to_max(vector a, vector b)
{
vector 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
-[[eraseable]]
+ERASEABLE
vector vec_bounds_in(vector point, vector a, vector b)
{
vector d = vec_to_min(a, b);
return c;
}
-[[eraseable]]
+ERASEABLE
vector vec_bounds_out(vector point, vector a, vector b)
{
vector d = vec_to_max(a, b);
return c;
}
-[[eraseable]]
+ERASEABLE
float angle_snap_f(float f, float increment)
{
for (int j = 0; j <= 360; )
return 0;
}
-[[eraseable]]
+ERASEABLE
vector angle_snap_vec(vector v, float increment)
{
vector c;
return c;
}
-[[eraseable]]
+ERASEABLE
vector aim_vec(vector org, vector targ)
{
vector v;