float vlen_maxnorm2d(vector v)
{
return max(v.x, v.y, -v.x, -v.y);
}
float vlen_maxnorm2d(vector v)
{
return max(v.x, v.y, -v.x, -v.y);
}
float vlen_minnorm2d(vector v)
{
return min(max(v.x, -v.x), max(v.y, -v.y));
}
float vlen_minnorm2d(vector v)
{
return min(max(v.x, -v.x), max(v.y, -v.y));
}
float boxesoverlap(vector m1, vector m2, vector m3, vector m4) { return m2_x >= m3_x && m1_x <= m4_x && m2_y >= m3_y && m1_y <= m4_y && m2_z >= m3_z && m1_z <= m4_z; }
/** requires the same as boxesoverlap, but is a stronger condition */
float boxesoverlap(vector m1, vector m2, vector m3, vector m4) { return m2_x >= m3_x && m1_x <= m4_x && m2_y >= m3_y && m1_y <= m4_y && m2_z >= m3_z && m1_z <= m4_z; }
/** requires the same as boxesoverlap, but is a stronger condition */
float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs) { return smins.x >= bmins.x && smaxs.x <= bmaxs.x && smins.y >= bmins.y && smaxs.y <= bmaxs.y && smins.z >= bmins.z && smaxs.z <= bmaxs.z; }
#define PITCH(v) ((v).x)
float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs) { return smins.x >= bmins.x && smaxs.x <= bmaxs.x && smins.y >= bmins.y && smaxs.y <= bmaxs.y && smins.z >= bmins.z && smaxs.z <= bmaxs.z; }
#define PITCH(v) ((v).x)
noref vector _vec3;
#define vec3(_x, _y, _z) (_vec3.x = (_x), _vec3.y = (_y), _vec3.z = (_z), _vec3)
noref vector _vec3;
#define vec3(_x, _y, _z) (_vec3.x = (_x), _vec3.y = (_y), _vec3.z = (_z), _vec3)
vector Rotate(vector v, float a)
{
float a_sin = sin(a), a_cos = cos(a);
vector Rotate(vector v, float a)
{
float a_sin = sin(a), a_cos = cos(a);
vector reflect(vector dir, vector norm)
{
return dir - 2 * (dir * norm) * norm;
vector reflect(vector dir, vector norm)
{
return dir - 2 * (dir * norm) * norm;
vector vec_reflect(vector vel, vector norm, float bounce)
{
return vel - (1 + bounce) * (vel * norm) * norm;
}
vector vec_reflect(vector vel, vector norm, float bounce)
{
return vel - (1 + bounce) * (vel * norm) * norm;
}
vector vec_epsilon(vector this, float eps)
{
if (this.x > -eps && this.x < eps) this.x = 0;
vector vec_epsilon(vector this, float eps)
{
if (this.x > -eps && this.x < eps) this.x = 0;
(out = vec_epsilon(vec_reflect(in, normal, (overbounce) - 1), 0.1))
#ifdef GAMEQC
(out = vec_epsilon(vec_reflect(in, normal, (overbounce) - 1), 0.1))
#ifdef GAMEQC
vector NearestPointOnBox(entity box, vector org)
{
vector m1 = box.mins + box.origin;
vector NearestPointOnBox(entity box, vector org)
{
vector m1 = box.mins + box.origin;