AngleMod() public static method

anglemod()
public static AngleMod ( double a ) : float
a double
return float
Beispiel #1
0
 // angledelta()
 static float AngleDelta(float a)
 {
     a = Mathlib.AngleMod(a);
     if (a > 180)
     {
         a -= 360;
     }
     return(a);
 }
Beispiel #2
0
        // CL_AdjustAngles
        //
        // Moves the local angle positions
        static void AdjustAngles()
        {
            float speed = (float)Host.FrameTime;

            if (ClientInput.SpeedBtn.IsDown)
            {
                speed *= _AngleSpeedKey.Value;
            }

            if (!ClientInput.StrafeBtn.IsDown)
            {
                Cl.viewangles.Y -= speed * _YawSpeed.Value * KeyState(ref ClientInput.RightBtn);
                Cl.viewangles.Y += speed * _YawSpeed.Value * KeyState(ref ClientInput.LeftBtn);
                Cl.viewangles.Y  = Mathlib.AngleMod(Cl.viewangles.Y);
            }

            if (ClientInput.KLookBtn.IsDown)
            {
                View.StopPitchDrift();
                Cl.viewangles.X -= speed * _PitchSpeed.Value * KeyState(ref ClientInput.ForwardBtn);
                Cl.viewangles.X += speed * _PitchSpeed.Value * KeyState(ref ClientInput.BackBtn);
            }

            float up   = KeyState(ref ClientInput.LookUpBtn);
            float down = KeyState(ref ClientInput.LookDownBtn);

            Cl.viewangles.X -= speed * _PitchSpeed.Value * up;
            Cl.viewangles.X += speed * _PitchSpeed.Value * down;

            if (up != 0 || down != 0)
            {
                View.StopPitchDrift();
            }

            if (Cl.viewangles.X > 80)
            {
                Cl.viewangles.X = 80;
            }

            if (Cl.viewangles.X < -70)
            {
                Cl.viewangles.X = -70;
            }

            if (Cl.viewangles.Z > 50)
            {
                Cl.viewangles.Z = 50;
            }

            if (Cl.viewangles.Z < -50)
            {
                Cl.viewangles.Z = -50;
            }
        }
Beispiel #3
0
        /*
         * ==============
         * PF_changeyaw
         *
         * This was a major timewaster in progs, so it was converted to C
         * ==============
         */
        public static void PF_changeyaw()
        {
            edict_t ent     = Server.ProgToEdict(Progs.GlobalStruct.self);
            float   current = Mathlib.AngleMod(ent.v.angles.y);
            float   ideal   = ent.v.ideal_yaw;
            float   speed   = ent.v.yaw_speed;

            if (current == ideal)
            {
                return;
            }

            float move = ideal - current;

            if (ideal > current)
            {
                if (move >= 180)
                {
                    move = move - 360;
                }
            }
            else
            {
                if (move <= -180)
                {
                    move = move + 360;
                }
            }
            if (move > 0)
            {
                if (move > speed)
                {
                    move = speed;
                }
            }
            else
            {
                if (move < -speed)
                {
                    move = -speed;
                }
            }

            ent.v.angles.y = Mathlib.AngleMod(current + move);
        }
Beispiel #4
0
        /// <summary>
        /// CL_RelinkEntities
        /// </summary>
        static void RelinkEntities()
        {
            // determine partial update time
            float frac = LerpPoint();

            NumVisEdicts = 0;

            //
            // interpolate player info
            //
            Cl.velocity = Cl.mvelocity[1] + frac * (Cl.mvelocity[0] - Cl.mvelocity[1]);

            if (Cls.demoplayback)
            {
                // interpolate the angles
                Vector3 angleDelta = Cl.mviewangles[0] - Cl.mviewangles[1];
                Mathlib.CorrectAngles180(ref angleDelta);
                Cl.viewangles = Cl.mviewangles[1] + frac * angleDelta;
            }

            float bobjrotate = Mathlib.AngleMod(100 * Cl.time);

            // start on the entity after the world
            for (int i = 1; i < Cl.num_entities; i++)
            {
                Entity ent = _Entities[i];
                if (ent.model == null)
                {
                    // empty slot
                    if (ent.forcelink)
                    {
                        Render.RemoveEfrags(ent);  // just became empty
                    }

                    continue;
                }

                // if the object wasn't included in the last packet, remove it
                if (ent.msgtime != Cl.mtime[0])
                {
                    ent.model = null;
                    continue;
                }

                Vector3 oldorg = ent.origin;

                if (ent.forcelink)
                {
                    // the entity was not updated in the last message
                    // so move to the final spot
                    ent.origin = ent.msg_origins[0];
                    ent.angles = ent.msg_angles[0];
                }
                else
                {
                    // if the delta is large, assume a teleport and don't lerp
                    float   f     = frac;
                    Vector3 delta = ent.msg_origins[0] - ent.msg_origins[1];
                    if (Math.Abs(delta.X) > 100 || Math.Abs(delta.Y) > 100 || Math.Abs(delta.Z) > 100)
                    {
                        f = 1; // assume a teleportation, not a motion
                    }

                    // interpolate the origin and angles
                    ent.origin = ent.msg_origins[1] + f * delta;
                    Vector3 angleDelta = ent.msg_angles[0] - ent.msg_angles[1];
                    Mathlib.CorrectAngles180(ref angleDelta);
                    ent.angles = ent.msg_angles[1] + f * angleDelta;
                }

                // rotate binary objects locally
                if ((ent.model.flags & EF.EF_ROTATE) != 0)
                {
                    ent.angles.Y = bobjrotate;
                }

                if ((ent.effects & EntityEffects.EF_BRIGHTFIELD) != 0)
                {
                    Render.EntityParticles(ent);
                }

                if ((ent.effects & EntityEffects.EF_MUZZLEFLASH) != 0)
                {
                    DynamicLight dl = AllocDlight(i);
                    dl.origin    = ent.origin;
                    dl.origin.Z += 16;
                    Vector3 fv, rv, uv;
                    Mathlib.AngleVectors(ref ent.angles, out fv, out rv, out uv);
                    dl.origin  += fv * 18;
                    dl.radius   = 200 + (Sys.Random() & 31);
                    dl.minlight = 32;
                    dl.die      = (float)Cl.time + 0.1f;
                }
                if ((ent.effects & EntityEffects.EF_BRIGHTLIGHT) != 0)
                {
                    DynamicLight dl = AllocDlight(i);
                    dl.origin    = ent.origin;
                    dl.origin.Z += 16;
                    dl.radius    = 400 + (Sys.Random() & 31);
                    dl.die       = (float)Cl.time + 0.001f;
                }
                if ((ent.effects & EntityEffects.EF_DIMLIGHT) != 0)
                {
                    DynamicLight dl = AllocDlight(i);
                    dl.origin = ent.origin;
                    dl.radius = 200 + (Sys.Random() & 31);
                    dl.die    = (float)Cl.time + 0.001f;
                }

                if ((ent.model.flags & EF.EF_GIB) != 0)
                {
                    Render.RocketTrail(ref oldorg, ref ent.origin, 2);
                }
                else if ((ent.model.flags & EF.EF_ZOMGIB) != 0)
                {
                    Render.RocketTrail(ref oldorg, ref ent.origin, 4);
                }
                else if ((ent.model.flags & EF.EF_TRACER) != 0)
                {
                    Render.RocketTrail(ref oldorg, ref ent.origin, 3);
                }
                else if ((ent.model.flags & EF.EF_TRACER2) != 0)
                {
                    Render.RocketTrail(ref oldorg, ref ent.origin, 5);
                }
                else if ((ent.model.flags & EF.EF_ROCKET) != 0)
                {
                    Render.RocketTrail(ref oldorg, ref ent.origin, 0);
                    DynamicLight dl = AllocDlight(i);
                    dl.origin = ent.origin;
                    dl.radius = 200;
                    dl.die    = (float)Cl.time + 0.01f;
                }
                else if ((ent.model.flags & EF.EF_GRENADE) != 0)
                {
                    Render.RocketTrail(ref oldorg, ref ent.origin, 1);
                }
                else if ((ent.model.flags & EF.EF_TRACER3) != 0)
                {
                    Render.RocketTrail(ref oldorg, ref ent.origin, 6);
                }

                ent.forcelink = false;

                if (i == Cl.viewentity && !Chase.IsActive)
                {
                    continue;
                }

                if (NumVisEdicts < MAX_VISEDICTS)
                {
                    _VisEdicts[NumVisEdicts] = ent;
                    NumVisEdicts++;
                }
            }
        }
Beispiel #5
0
        /// <summary>
        /// SV_NewChaseDir
        /// </summary>
        static void NewChaseDir(edict_t actor, edict_t enemy, float dist)
        {
            float olddir     = Mathlib.AngleMod((int)(actor.v.ideal_yaw / 45) * 45);
            float turnaround = Mathlib.AngleMod(olddir - 180);

            float deltax = enemy.v.origin.x - actor.v.origin.x;
            float deltay = enemy.v.origin.y - actor.v.origin.y;
            v3f   d;

            if (deltax > 10)
            {
                d.y = 0;
            }
            else if (deltax < -10)
            {
                d.y = 180;
            }
            else
            {
                d.y = DI_NODIR;
            }
            if (deltay < -10)
            {
                d.z = 270;
            }
            else if (deltay > 10)
            {
                d.z = 90;
            }
            else
            {
                d.z = DI_NODIR;
            }

            // try direct route
            float tdir;

            if (d.y != DI_NODIR && d.z != DI_NODIR)
            {
                if (d.y == 0)
                {
                    tdir = (d.z == 90 ? 45 : 315);
                }
                else
                {
                    tdir = (d.z == 90 ? 135 : 215);
                }

                if (tdir != turnaround && StepDirection(actor, tdir, dist))
                {
                    return;
                }
            }

            // try other directions
            if (((Sys.Random() & 3) & 1) != 0 || Math.Abs(deltay) > Math.Abs(deltax))
            {
                tdir = d.y;
                d.y  = d.z;
                d.z  = tdir;
            }

            if (d.y != DI_NODIR && d.y != turnaround && StepDirection(actor, d.y, dist))
            {
                return;
            }

            if (d.z != DI_NODIR && d.z != turnaround && StepDirection(actor, d.z, dist))
            {
                return;
            }

            // there is no direct path to the player, so pick another direction

            if (olddir != DI_NODIR && StepDirection(actor, olddir, dist))
            {
                return;
            }

            if ((Sys.Random() & 1) != 0)        //randomly determine direction of search
            {
                for (tdir = 0; tdir <= 315; tdir += 45)
                {
                    if (tdir != turnaround && StepDirection(actor, tdir, dist))
                    {
                        return;
                    }
                }
            }
            else
            {
                for (tdir = 315; tdir >= 0; tdir -= 45)
                {
                    if (tdir != turnaround && StepDirection(actor, tdir, dist))
                    {
                        return;
                    }
                }
            }

            if (turnaround != DI_NODIR && StepDirection(actor, turnaround, dist))
            {
                return;
            }

            actor.v.ideal_yaw = olddir;         // can't move

            // if a bridge was pulled out from underneath a monster, it may not have
            // a valid standing position at all

            if (!CheckBottom(actor))
            {
                FixCheckBottom(actor);
            }
        }