#include "precompiled.h" /* * Globals initialization */ #ifndef HOOK_GAMEDLL vec3_t vec3_origin = {0, 0, 0}; int nanmask = 255<<23; #else vec3_t vec3_origin; int nanmask; #endif // HOOK_GAMEDLL /* <2ce436> ../cstrike/pm_shared/pm_math.c:35 */ NOBODY float anglemod(float a) { a = (360.0 / 65536) * ((int)(a *(65536 / 360.0)) & 65535); return a; } /* <2ce461> ../cstrike/pm_shared/pm_math.c:41 */ void AngleVectors(const vec_t *angles, vec_t *forward, vec_t *right, vec_t *up) { float sr, sp, sy, cr, cp; float_precision cy; float_precision angle; angle = (float_precision)(angles[YAW] * (M_PI * 2 / 360)); sy = sin(angle); cy = cos(angle); angle = (float_precision)(angles[PITCH] * (M_PI * 2 / 360)); sp = sin(angle); cp = cos(angle); angle = (float_precision)(angles[ROLL] * (M_PI * 2 / 360)); sr = sin(angle); cr = cos(angle); if (forward) { forward[0] = cp * cy; forward[1] = cp * sy; forward[2] = -sp; } if (right) { right[0] = (-1 * sr * sp * cy + -1 * cr * -sy); right[1] = (-1 * sr * sp * sy + -1 * cr * cy); right[2] = -1 * sr * cp; } if (up) { up[0] = (cr * sp * cy + -sr * -sy); up[1] = (cr * sp * sy + -sr * cy); up[2] = cr * cp; } } /* <2ce521> ../cstrike/pm_shared/pm_math.c:76 */ NOBODY void AngleVectorsTranspose(const vec_t *angles, vec_t *forward, vec_t *right, vec_t *up) { // float angle; // 78 // float sr; // 79 // float sp; // 79 // float sy; // 79 // float cr; // 79 // float cp; // 79 // float cy; // 79 } /* <2ce5d0> ../cstrike/pm_shared/pm_math.c:112 */ void AngleMatrix(const vec_t *angles, float (*matrix)[4]) { float_precision angle; float_precision sr, sp, sy, cr, cp, cy; angle = (float_precision)(angles[ROLL] * (M_PI * 2 / 360)); sy = sin(angle); cy = cos(angle); angle = (float_precision)(angles[YAW] * (M_PI * 2 / 360)); sp = sin(angle); cp = cos(angle); angle = (float_precision)(angles[PITCH] * (M_PI * 2 / 360)); sr = sin(angle); cr = cos(angle); matrix[0][0] = cr * cp; matrix[1][0] = cr * sp; matrix[2][0] = -sr; matrix[0][1] = (sy * sr) * cp - cy * sp; matrix[1][1] = (sy * sr) * sp + cy * cp; matrix[2][1] = sy * cr; matrix[0][2] = (cy * sr) * cp + sy * sp; matrix[1][2] = (cy * sr) * sp - sy * cp; matrix[2][2] = cy * cr; matrix[0][3] = 0.0f; matrix[1][3] = 0.0f; matrix[2][3] = 0.0f; } /* <2ce67b> ../cstrike/pm_shared/pm_math.c:142 */ NOBODY void AngleIMatrix(const vec_t *angles, float (*matrix)[4]) { // float angle; // 144 // float sr; // 145 // float sp; // 145 // float sy; // 145 // float cr; // 145 // float cp; // 145 // float cy; // 145 } /* <2ce710> ../cstrike/pm_shared/pm_math.c:172 */ NOBODY void NormalizeAngles(float *angles) { // int i; // 174 } /* <2ce75f> ../cstrike/pm_shared/pm_math.c:198 */ NOBODY void InterpolateAngles(float *start, float *end, float *output, float frac) { // int i; // 200 // float ang1; // 201 // float ang2; // 201 // float d; // 202 // NormalizeAngles(float *angles); // 204 // NormalizeAngles(float *angles); // 205 // NormalizeAngles(float *angles); // 225 } /* <2ce893> ../cstrike/pm_shared/pm_math.c:235 */ NOBODY float AngleBetweenVectors(const vec_t *v1, const vec_t *v2) { // float angle; // 237 // float l1; // 238 // float l2; // 239 // Length(const vec_t *v); // 238 // Length(const vec_t *v); // 239 } /* <2ce953> ../cstrike/pm_shared/pm_math.c:251 */ NOBODY void VectorTransform(const vec_t *in1, float *in2, vec_t *out) { } /* <2ce996> ../cstrike/pm_shared/pm_math.c:259 */ int VectorCompare(const vec_t *v1, const vec_t *v2) { int i; for (i = 0; i < 3; i++) { if (v1[i] != v2[i]) return 0; } return 1; } /* <2ce9de> ../cstrike/pm_shared/pm_math.c:270 */ void VectorMA(const vec_t *veca, float scale, const vec_t *vecb, vec_t *vecc) { vecc[0] = veca[0] + scale * vecb[0]; vecc[1] = veca[1] + scale * vecb[1]; vecc[2] = veca[2] + scale * vecb[2]; } /* <2cea34> ../cstrike/pm_shared/pm_math.c:278 */ float_precision _DotProduct(vec_t *v1, vec_t *v2) { return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2]; } /* <2cea6e> ../cstrike/pm_shared/pm_math.c:283 */ void _VectorSubtract(vec_t *veca, vec_t *vecb, vec_t *out) { out[0] = veca[0] - vecb[0]; out[1] = veca[1] - vecb[1]; out[2] = veca[2] - vecb[2]; } /* <2ceab5> ../cstrike/pm_shared/pm_math.c:290 */ void _VectorAdd(vec_t *veca, vec_t *vecb, vec_t *out) { out[0] = veca[0] + vecb[0]; out[1] = veca[1] + vecb[1]; out[2] = veca[2] + vecb[2]; } /* <2ceafc> ../cstrike/pm_shared/pm_math.c:297 */ void _VectorCopy(vec_t *in, vec_t *out) { out[0] = in[0]; out[1] = in[1]; out[2] = in[2]; } /* <2ceb8d> ../cstrike/pm_shared/pm_math.c:307 */ void _CrossProduct(const vec_t *v1, const vec_t *v2, vec_t *cross) { cross[0] = v1[1] * v2[2] - v1[2] * v2[1]; cross[1] = v1[2] * v2[0] - v1[0] * v2[2]; cross[2] = v1[0] * v2[1] - v1[1] * v2[0]; } /* <2ce85f> ../cstrike/pm_shared/pm_math.c:313 */ float_precision Length(const vec_t *v) { int i; float_precision length = 0.0f; for (i = 0; i < 3; i++) length += v[i] * v[i]; return sqrt(length); } /* <2cebc2> ../cstrike/pm_shared/pm_math.c:325 */ NOBODY float Distance(const vec_t *v1, const vec_t *v2) { // vec_t *d; // 327 // Length(const vec_t *v); // 329 } /* <2cec3c> ../cstrike/pm_shared/pm_math.c:332 */ float_precision VectorNormalize(vec_t *v) { float_precision length; float_precision ilength; length = sqrt((float_precision)(v[0] * v[0] + v[1] * v[1] + v[2] * v[2])); if (length) { ilength = 1.0 / length; v[0] *= ilength; v[1] *= ilength; v[2] *= ilength; } return length; } /* <2ceca2> ../cstrike/pm_shared/pm_math.c:351 */ NOBODY void VectorInverse(vec_t *v) { } /* <2cecc9> ../cstrike/pm_shared/pm_math.c:358 */ void VectorScale(const vec_t *in, vec_t scale, vec_t *out) { out[0] = scale * in[0]; out[1] = scale * in[1]; out[2] = scale * in[2]; } /* <2ced0f> ../cstrike/pm_shared/pm_math.c:366 */ NOBODY int Q_log2(int val) { int answer = 0; while (val >>= 1) answer++; return answer; } /* <2ced4d> ../cstrike/pm_shared/pm_math.c:374 */ NOBODY void VectorMatrix(vec_t *forward, vec_t *right, vec_t *up) { // vec3_t *tmp; // 376 // CrossProduct(const vec_t *v1, // const vec_t *v2, // vec_t *cross); // 390 // VectorNormalize(vec_t *v); // 391 // CrossProduct(const vec_t *v1, // const vec_t *v2, // vec_t *cross); // 392 // VectorNormalize(vec_t *v); // 393 } /* <2cee68> ../cstrike/pm_shared/pm_math.c:398 */ NOBODY void VectorAngles(const vec_t *forward, vec_t *angles) { // float tmp; // 400 // float yaw; // 400 // float pitch; // 400 }