}
#endif
+noref vector _vmul_a, _vmul_b;
+#define vmul(a, b) \
+ (_vmul_a = (a), _vmul_b = (b), \
+ '1 0 0' * (_vmul_a.x * _vmul_b.x) \
+ + '0 1 0' * (_vmul_a.y * _vmul_b.y) \
+ + '0 0 1' * (_vmul_a.z * _vmul_b.z))
+
const vector eX = '1 0 0';
const vector eY = '0 1 0';
const vector eZ = '0 0 1';
noref vector _vec3;
#define vec3(_x, _y, _z) (_vec3.x = (_x), _vec3.y = (_y), _vec3.z = (_z), _vec3)
-vector rotate(vector v, float a)
+vector Rotate(vector v, float a)
{
float a_sin = sin(a), a_cos = cos(a);
vector r = '0 0 0';
return vel - (1 + bounce) * (vel * norm) * norm;
}
-#ifndef MENUQC
+vector vec_epsilon(vector this, float eps)
+{
+ if (this.x > -eps && this.x < eps) this.x = 0;
+ if (this.y > -eps && this.y < eps) this.y = 0;
+ if (this.z > -eps && this.z < eps) this.z = 0;
+ return this;
+}
+
+#define ClipVelocity(in, normal, out, overbounce) \
+ (out = vec_epsilon(vec_reflect(in, normal, (overbounce) - 1), 0.1))
+
+#ifdef GAMEQC
vector get_corner_position(entity box, int corner)
{
switch (corner)