spawn ent render:arrow in editmode
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5688 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+31
-1
@@ -783,6 +783,7 @@ VARP(invmouse, 0, 0, 1);
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FVARP(mouseaccel, 0, 0, 1000);
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FVARP(mfilter, 0.0f, 0.0f, 6.0f);
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VARP(autoscopesens, 0, 0, 1);
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float testsens=0;
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bool senst=0;
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int tsens(int x)
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@@ -889,6 +890,7 @@ int tsens(int x)
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}
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return 0;
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}
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void findsens()
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{
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if(!watchingdemo) {
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@@ -901,7 +903,6 @@ void findsens()
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}
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COMMAND(findsens,ARG_NONE);
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inline bool zooming(playerent *plx) { return (plx->weaponsel->type == GUN_SNIPER && ((sniperrifle *)plx->weaponsel)->scoped); }
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void mousemove(int odx, int ody)
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@@ -957,3 +958,32 @@ void entinmap(physent *d) // brute force but effective way to find a free spa
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conoutf(_("can't find entity spawn spot! (%d, %d)"), d->o.x, d->o.y);
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}
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void vecfromyawpitch(float yaw, float pitch, int move, int strafe, vec &m)
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{
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if(move)
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{
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m.x = move*-sinf(RAD*yaw);
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m.y = move*cosf(RAD*yaw);
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}
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else m.x = m.y = 0;
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if(pitch)
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{
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m.x *= cosf(RAD*pitch);
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m.y *= cosf(RAD*pitch);
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m.z = move*sinf(RAD*pitch);
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}
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else m.z = 0;
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if(strafe)
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{
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m.x += strafe*cosf(RAD*yaw);
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m.y += strafe*sinf(RAD*yaw);
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}
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}
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void vectoyawpitch(const vec &v, float &yaw, float &pitch)
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{
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yaw = -atan2(v.x, v.y)/RAD;
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pitch = asin(v.z/v.magnitude())/RAD;
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}
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