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Re: Looking to trace out at 45 degrees off the players center...
HL is based on Quake1, and RTCW is based on Quake3 so that's why they are similar :) and Quake1, Quake2, Quake3, RTCW are all in C instead of C++.
"because our MAKE_VECTORS is actually a macro that calls AngleVectors()..." it doesn't call AngleVectors() but g_engfuncs.pfnMakeVectors() although they are actually the same thing :) |
Re: Looking to trace out at 45 degrees off the players center...
Pierre haven't you looked at Quake code yet? Please note that HL is based off Quake I and not Quake II. Also, make sure it is the QuakeWorld server code (unless you want client stuff).
In Quake I's mathlib.h: Code:
/* |
Re: Looking to trace out at 45 degrees off the players center...
Make sure that you can change that angle!!!
When your bots zoom in with a rifle, it WILL change their FOV. If you don't the bots will be able to see anything as if they were not zoomed in. |
Re: Looking to trace out at 45 degrees off the players center...
well, here's some more implementions of HL engine functions. Some of them are "crazily" optimized :D
I also inlined all of them to make them faster Code:
inline float UTIL_AngleMod(float a) |
Re: Looking to trace out at 45 degrees off the players center...
Hey look Quake I's mathlib.h is extremely similar to Half-life's mathlib.h.
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Re: Looking to trace out at 45 degrees off the players center...
@Whistler: somehow these comments remind me of something, but I cant remember what ? I can swear I've seen them earlier......
the style looks like the comments I was making in the first RACC preview..... |
Re: Looking to trace out at 45 degrees off the players center...
Yes, that is your comments. Besides, I have changed "-180/+180" to "[-180, 180)".
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