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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@526 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -353,8 +353,7 @@ float GetDistance(vec v1, vec v2)
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(v2.z == 0))
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return 0.0f;
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vdist(flDist, vecto, v1, v2);
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return flDist;
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return v1.dist(v2);
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}
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// As GetDistance(), but doesn take height in account.
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@@ -364,8 +363,7 @@ float Get2DDistance(vec v1, vec v2)
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return 0.0f;
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v1.z = v2.z = 0.0f;
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vdist(flDist, vecto, v1, v2);
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return flDist;
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return v1.dist(v2);
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}
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bool IsVisible(vec v1, vec v2, dynent *tracer, bool SkipTags)
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@@ -381,24 +379,14 @@ bool IsVisible(vec v1, vec v2, dynent *tracer, bool SkipTags)
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// - Time: In seconds, predict how far it is in Time seconds
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vec PredictPos(vec pos, vec vel, float Time)
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{
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float flVelLength = sqrt(vel.x*vel.x + vel.y*vel.y + vel.z*vel.z);
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float flVelLength = vel.magnitude();
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if (flVelLength <= 1.0)
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return pos; // don't bother with low velocities...
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float speed = flVelLength * Time;
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float flTemp = 1/flVelLength;
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vec vecNormalize;
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vecNormalize.x = vel.x * flTemp;
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vecNormalize.y = vel.y * flTemp;
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vecNormalize.z = vel.z * flTemp;
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vec v_src = pos;
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vmul(vecNormalize, speed);
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vec v_end = v_src;
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vadd(v_end, vecNormalize);
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vec v_end = vel;
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v_end.mul(Time);
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v_end.add(pos);
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return v_end;
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}
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@@ -469,12 +457,12 @@ int GetDirection(const vec &angles, const vec &v1, const vec &v2)
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AnglesToVectors(angles, forward, right, up);
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tmp = v2;
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vsub(tmp, v1);
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tmp.sub(v1);
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tmp.z = 0.0f; // Make 2D
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tmp = Normalize(tmp);
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forward.z = 0; // Make 2D
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flDot = dotprod(tmp , forward);
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flDot = tmp.dot(forward);
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cross = CrossProduct(tmp, forward);
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int Dir = DIR_NONE;
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