#ifdef KEEP_ROLL
float roll;
roll = ang.z;
- ang_z = 0;
+ ang.z = 0;
#endif
ang = AnglesTransform_ApplyToVAngles(wz.warpzone_transform, ang);
#ifdef KEEP_ROLL
ang = AnglesTransform_Normalize(ang, true);
ang = AnglesTransform_CancelRoll(ang);
- ang_z = roll;
+ ang.z = roll;
#else
ang = AnglesTransform_Normalize(ang, false);
#endif
float roll;
roll = ang.z;
- ang_z = 0;
+ ang.z = 0;
ang = AnglesTransform_ApplyToVAngles(AnglesTransform_Invert(wz.warpzone_transform), ang);
ang = AnglesTransform_Normalize(ang, true);
ang = AnglesTransform_CancelRoll(ang);
- ang_z = roll;
+ ang.z = roll;
return ang;
}
vector WarpZoneLib_NearestPointOnBox(vector mi, vector ma, vector org)
{
vector nearest;
- nearest_x = bound(mi.x, org.x, ma.x);
- nearest_y = bound(mi.y, org.y, ma.y);
- nearest_z = bound(mi.z, org.z, ma.z);
+ nearest.x = bound(mi.x, org.x, ma.x);
+ nearest.y = bound(mi.y, org.y, ma.y);
+ nearest.z = bound(mi.z, org.z, ma.z);
return nearest;
}