float anglemods(float v)
{
v = v - 360 * floor(v / 360);
-
+
if(v >= 180)
return v - 360;
else if(v <= -180)
return v + 360;
- else
+ else
return v;
}
vector shortangle_vxy(vector ang1, vector ang2)
{
- vector vtmp;
+ vector vtmp = '0 0 0';
vtmp_x = shortangle_f(ang1_x,ang2_x);
vtmp_y = shortangle_f(ang1_y,ang2_y);
vector angleofs(entity from, entity to)
{
vector v_res;
-
+
v_res = normalize(to.origin - from.origin);
v_res = vectoangles(v_res);
v_res = v_res - from.angles;
vector angleofs3(vector from, vector from_a, entity to)
{
vector v_res;
-
+
v_res = normalize(to.origin - from);
v_res = vectoangles(v_res);
v_res = v_res - from_a;
}
/*
-* Railgun-like beam, but has thickness and suppots slowing of target
+* Railgun-like beam, but has thickness and suppots slowing of target
*/
void FireImoBeam (vector start, vector end, vector smin, vector smax,
float bforce, float f_dmg, float f_velfactor, float deathtype)
e.colormod = v_color;
SUB_SetFade(e,time,f_time);
}
-#endif
+#endif