mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 07:05:38 +03:00
fba9a335da
* Add UTIL_CountEntities, adjust m_fIntroCamTime assignation * Moved camera count caching to CheckLevelInitialized
381 lines
17 KiB
C++
381 lines
17 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#pragma once
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#include "shake.h"
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#include "activity.h"
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#include "enginecallback.h"
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#include "utlvector.h"
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#define GROUP_OP_AND 0
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#define GROUP_OP_NAND 1
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// Dot products for view cone checking
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#define VIEW_FIELD_FULL -1.0 // +-180 degrees
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#define VIEW_FIELD_WIDE -0.7 // +-135 degrees 0.1 // +-85 degrees, used for full FOV checks
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#define VIEW_FIELD_NARROW 0.7 // +-45 degrees, more narrow check used to set up ranged attacks
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#define VIEW_FIELD_ULTRA_NARROW 0.9 // +-25 degrees, more narrow check used to set up ranged attacks
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#define SND_STOP BIT(5) // duplicated in protocol.h stop sound
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#define SND_CHANGE_VOL BIT(6) // duplicated in protocol.h change sound vol
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#define SND_CHANGE_PITCH BIT(7) // duplicated in protocol.h change sound pitch
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#define SND_SPAWNING BIT(8) // duplicated in protocol.h we're spawing, used in some cases for ambients
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// All monsters need this data
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#define DONT_BLEED -1
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#define BLOOD_COLOR_DARKRED (byte)223
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#define BLOOD_COLOR_RED (byte)247
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#define BLOOD_COLOR_YELLOW (byte)195
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#define BLOOD_COLOR_GREEN BLOOD_COLOR_YELLOW
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#define GERMAN_GIB_COUNT 4
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#define HUMAN_GIB_COUNT 6
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#define ALIEN_GIB_COUNT 4
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#define LANGUAGE_ENGLISH 0
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#define LANGUAGE_GERMAN 1
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#define LANGUAGE_FRENCH 2
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#define LANGUAGE_BRITISH 3
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#define SVC_NOP 1
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#define SVC_SOUND 6
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#define SVC_TEMPENTITY 23
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#define SVC_INTERMISSION 30
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#define SVC_CDTRACK 32
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#define SVC_WEAPONANIM 35
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#define SVC_ROOMTYPE 37
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#define SVC_DIRECTOR 51
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#define VEC_HULL_MIN_Z Vector(0, 0, -36)
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#define VEC_DUCK_HULL_MIN_Z Vector(0, 0, -18)
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#define VEC_HULL_MIN Vector(-16, -16, -36)
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#define VEC_HULL_MAX Vector(16, 16, 36)
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#define VEC_VIEW Vector(0, 0, 17)
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#define VEC_SPOT_HULL_MIN Vector(-16, -16, 0)
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#define VEC_SPOT_HULL_MAX Vector(16, 16, 72)
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#define VEC_DUCK_HULL_MIN Vector(-16, -16, -18)
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#define VEC_DUCK_HULL_MAX Vector(16, 16, 32)
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#define VEC_DUCK_VIEW Vector(0, 0, 12)
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#define PRECACHE_SOUND_ARRAY(a) \
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{ for (int i = 0; i < ARRAYSIZE(a); i++) PRECACHE_SOUND((char *)a[i]); }
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#define PLAYBACK_EVENT(flags, who, index)\
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PLAYBACK_EVENT_FULL(flags, who, index, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0)
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#define PLAYBACK_EVENT_DELAY(flags, who, index, delay)\
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PLAYBACK_EVENT_FULL(flags, who, index, delay, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0)
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#define LINK_ENTITY_TO_CLASS(mapClassName, DLLClassName, DLLClassWrapName)\
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C_DLLEXPORT void EXT_FUNC mapClassName(entvars_t *pev);\
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void mapClassName(entvars_t *pev)\
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{\
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GetClassPtr<DLLClassWrapName>((DLLClassName *)pev);\
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}
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const EOFFSET eoNullEntity = (EOFFSET)0; // Testing the three types of "entity" for nullity
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class UTIL_GroupTrace
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{
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public:
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UTIL_GroupTrace(int groupmask, int op);
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~UTIL_GroupTrace();
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private:
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int m_oldgroupmask;
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int m_oldgroupop;
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};
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// Inlines
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inline edict_t *FIND_ENTITY_BY_CLASSNAME(edict_t *entStart, const char *pszName) { return FIND_ENTITY_BY_STRING(entStart, "classname", pszName); }
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inline edict_t *FIND_ENTITY_BY_TARGETNAME(edict_t *entStart, const char *pszName) { return FIND_ENTITY_BY_STRING(entStart, "targetname", pszName); }
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inline edict_t *ENT(const entvars_t *pev) { return pev->pContainingEntity; }
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inline edict_t *ENT(EOFFSET eoffset) { return (*g_engfuncs.pfnPEntityOfEntOffset)(eoffset); }
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inline EOFFSET OFFSET(const edict_t *pent) { return (*g_engfuncs.pfnEntOffsetOfPEntity)(pent); }
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inline EOFFSET OFFSET(const entvars_t *pev) { return OFFSET(ENT(pev)); }
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inline entvars_t *VARS(edict_t *pent)
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{
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if (!pent)
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return nullptr;
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return &pent->v;
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}
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inline entvars_t *VARS(EOFFSET eoffset)
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{
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return VARS(ENT(eoffset));
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}
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#ifndef ENTINDEX
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inline int ENTINDEX(const edict_t *pEdict) { return (*g_engfuncs.pfnIndexOfEdict)(pEdict); }
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inline int ENTINDEX(const entvars_t *pev) { return (*g_engfuncs.pfnIndexOfEdict)(ENT(pev)); }
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#endif // ENTINDEX
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#ifndef INDEXENT
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inline edict_t *INDEXENT(int iEdictNum) { return (*g_engfuncs.pfnPEntityOfEntIndex)(iEdictNum); }
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#endif // INDEXENT
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inline void MESSAGE_BEGIN(int msg_dest, int msg_type, const float *pOrigin, entvars_t *ent) { MESSAGE_BEGIN(msg_dest, msg_type, pOrigin, ENT(ent)); }
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inline bool FNullEnt(EOFFSET eoffset) { return (eoffset == 0); }
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inline bool FNullEnt(entvars_t *pev) { return (pev == nullptr || FNullEnt(OFFSET(pev))); }
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inline bool FNullEnt(const edict_t *pent) { return (pent == nullptr || pent->free || FNullEnt(OFFSET(pent))); }
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inline bool FStringNull(string_t iString) { return (iString == iStringNull); }
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inline bool FStrEq(const char *sz1, const char *sz2) { return (Q_strcmp(sz1, sz2) == 0); }
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inline bool FStrnEq(const char *sz1, const char *sz2, size_t elem) { return (Q_strncmp(sz1, sz2, elem) == 0); }
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inline bool FClassnameIs(entvars_t *pev, const char *szClassname) { return FStrEq(STRING(pev->classname), szClassname); }
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inline bool FClassnameIs(edict_t *pent, const char *szClassname) { return FStrEq(STRING(VARS(pent)->classname), szClassname); }
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inline void UTIL_MakeVectorsPrivate(Vector vecAngles, float *p_vForward, float *p_vRight, float *p_vUp) { g_engfuncs.pfnAngleVectors(vecAngles, p_vForward, p_vRight, p_vUp); }
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#include "ehandle.h"
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extern void EMIT_SOUND_DYN(edict_t *entity, int channel, const char *sample, float volume, float attenuation, int flags, int pitch);
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// NOTE: use EMIT_SOUND_DYN to set the pitch of a sound. Pitch of 100
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// is no pitch shift. Pitch > 100 up to 255 is a higher pitch, pitch < 100
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// down to 1 is a lower pitch. 150 to 70 is the realistic range.
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// EMIT_SOUND_DYN with pitch != 100 should be used sparingly, as it's not quite as
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// fast as EMIT_SOUND (the pitchshift mixer is not native coded).
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inline void EMIT_SOUND(edict_t *entity, int channel, const char *sample, float volume, float attenuation)
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{
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EMIT_SOUND_DYN(entity, channel, sample, volume, attenuation, 0, PITCH_NORM);
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}
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inline void STOP_SOUND(edict_t *entity, int channel, const char *sample)
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{
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EMIT_SOUND_DYN(entity, channel, sample, 0, 0, SND_STOP, PITCH_NORM);
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}
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inline void EMIT_SOUND_MSG(edict_t *entity, int msg_type, int channel, const char *sample, float volume, float attenuation, int flags, int pitch = PITCH_NORM, Vector vecOrigin = g_vecZero, edict_t *player = nullptr)
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{
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BUILD_SOUND_MSG(entity, channel, sample, (volume * 255.0f), attenuation, flags, pitch, msg_type, SVC_NOP, vecOrigin, player);
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}
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inline void STOP_SOUND_MSG(edict_t *entity, int msg_type, int channel, const char *sample, edict_t *player)
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{
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BUILD_SOUND_MSG(entity, channel, sample, 0, 0, SND_STOP, PITCH_NORM, msg_type, SVC_NOP, g_vecZero, player);
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}
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class CBaseEntity;
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class CBasePlayer;
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class CBasePlayerItem;
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float UTIL_WeaponTimeBase();
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unsigned int U_Random();
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void U_Srand(unsigned int seed);
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int UTIL_SharedRandomLong(unsigned int seed, int low, int high);
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float UTIL_SharedRandomFloat(unsigned int seed, float low, float high);
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void UTIL_ParametricRocket(entvars_t *pev, Vector vecOrigin, Vector vecAngles, edict_t *owner);
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void UTIL_SetGroupTrace(int groupmask, int op);
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void UTIL_UnsetGroupTrace();
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BOOL UTIL_GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon);
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float UTIL_AngleMod(float a);
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float UTIL_AngleDiff(float destAngle, float srcAngle);
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Vector UTIL_VecToAngles(const Vector &vec);
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void UTIL_MoveToOrigin(edict_t *pent, const Vector &vecGoal, float flDist, int iMoveType);
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int UTIL_EntitiesInBox(CBaseEntity **pList, int listMax, const Vector &mins, const Vector &maxs, int flagMask);
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int UTIL_MonstersInSphere(CBaseEntity **pList, int listMax, const Vector ¢er, float radius);
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CBaseEntity *UTIL_FindEntityInSphere(CBaseEntity *pStartEntity, const Vector &vecCenter, float flRadius);
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CBaseEntity *UTIL_FindEntityByString_Old(CBaseEntity *pStartEntity, const char *szKeyword, const char *szValue);
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CBaseEntity *UTIL_FindEntityByString(CBaseEntity *pStartEntity, const char *szKeyword, const char *szValue);
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CBaseEntity *UTIL_FindEntityByClassname(CBaseEntity *pStartEntity, const char *szName);
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CBaseEntity *UTIL_FindEntityByTargetname(CBaseEntity *pStartEntity, const char *szName);
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CBaseEntity *UTIL_FindEntityGeneric(const char *szWhatever, const Vector &vecSrc, float flRadius);
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#ifndef REGAMEDLL_FIXES
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CBasePlayer *UTIL_PlayerByIndex(int playerIndex);
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#endif
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void UTIL_MakeVectors(const Vector &vecAngles);
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void UTIL_MakeAimVectors(const Vector &vecAngles);
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void UTIL_MakeInvVectors(const Vector &vec, globalvars_t *pgv);
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void UTIL_EmitAmbientSound(edict_t *entity, const Vector &vecOrigin, const char *samp, float vol, float attenuation, int fFlags, int pitch);
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unsigned short FixedUnsigned16(float value, float scale);
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short FixedSigned16(float value, float scale);
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void UTIL_ScreenShake(const Vector ¢er, float amplitude, float frequency, float duration, float radius);
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void UTIL_ScreenShakeAll(const Vector ¢er, float amplitude, float frequency, float duration);
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void UTIL_ScreenFadeBuild(ScreenFade &fade, const Vector &color, float fadeTime, float fadeHold, int alpha, int flags);
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void UTIL_ScreenFadeWrite(const ScreenFade &fade, CBaseEntity *pEntity);
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void UTIL_ScreenFadeAll(const Vector &color, float fadeTime, float fadeHold, int alpha, int flags);
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void UTIL_ScreenFade(CBaseEntity *pEntity, const Vector &color, float fadeTime, float fadeHold = 0.0f, int alpha = 0, int flags = 0);
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void UTIL_HudMessage(CBaseEntity *pEntity, const hudtextparms_t &textparms, const char *pMessage);
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void UTIL_HudMessageAll(const hudtextparms_t &textparms, const char *pMessage);
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void UTIL_ClientPrintAll(int msg_dest, const char *msg_name, const char *param1 = nullptr, const char *param2 = nullptr, const char *param3 = nullptr, const char *param4 = nullptr);
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void ClientPrint(entvars_t *client, int msg_dest, const char *msg_name, const char *param1 = nullptr, const char *param2 = nullptr, const char *param3 = nullptr, const char *param4 = nullptr);
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void UTIL_Log(const char *fmt, ...);
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void UTIL_ServerPrint(const char *fmt, ...);
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void UTIL_PrintConsole(edict_t *pEdict, const char *fmt, ...);
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void UTIL_SayText(CBaseEntity *pEntity, const char *fmt, ...);
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void UTIL_SayTextAll(const char *pText, CBaseEntity *pEntity);
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char *UTIL_dtos1(int d);
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char *UTIL_dtos2(int d);
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char *UTIL_dtos3(int d);
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char *UTIL_dtos4(int d);
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void UTIL_ShowMessageArgs(const char *pString, CBaseEntity *pPlayer, CUtlVector<char*> *args, bool isHint = false);
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void UTIL_ShowMessage(const char *pString, CBaseEntity *pEntity, bool isHint = false);
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void UTIL_ShowMessageAll(const char *pString, bool isHint = false);
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void UTIL_TraceLine(const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr);
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void UTIL_TraceLine(const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, IGNORE_GLASS ignoreGlass, edict_t *pentIgnore, TraceResult *ptr);
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void UTIL_TraceHull(const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, int hullNumber, edict_t *pentIgnore, TraceResult *ptr);
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void UTIL_TraceModel(const Vector &vecStart, const Vector &vecEnd, int hullNumber, edict_t *pentModel, TraceResult *ptr);
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TraceResult UTIL_GetGlobalTrace();
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void UTIL_SetSize(entvars_t *pev, const Vector &vecMin, const Vector &vecMax);
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float UTIL_VecToYaw(const Vector &vec);
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void UTIL_SetOrigin(entvars_t *pev, const Vector &vecOrigin);
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void UTIL_ParticleEffect(const Vector &vecOrigin, const Vector &vecDirection, ULONG ulColor, ULONG ulCount);
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float UTIL_Approach(float target, float value, float speed);
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real_t UTIL_ApproachAngle(float target, float value, float speed);
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real_t UTIL_AngleDistance(float next, float cur);
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float UTIL_SplineFraction(float value, float scale);
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char *UTIL_VarArgs(char *format, ...);
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Vector UTIL_GetAimVector(edict_t *pent, float flSpeed);
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bool UTIL_IsMasterTriggered(string_t sMaster, CBaseEntity *pActivator);
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BOOL UTIL_ShouldShowBlood(int color);
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int UTIL_PointContents(const Vector &vec);
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void UTIL_BloodStream(const Vector &origin, const Vector &direction, int color, int amount);
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void UTIL_BloodDrips(const Vector &origin, int color, int amount);
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Vector UTIL_RandomBloodVector();
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void UTIL_BloodDecalTrace(TraceResult *pTrace, int bloodColor);
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void UTIL_DecalTrace(TraceResult *pTrace, int decalNumber);
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void UTIL_PlayerDecalTrace(TraceResult *pTrace, int playernum, int decalNumber, BOOL bIsCustom);
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void UTIL_GunshotDecalTrace(TraceResult *pTrace, int decalNumber, bool ClientOnly, entvars_t *pShooter);
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void UTIL_Sparks(const Vector &position);
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void UTIL_Ricochet(const Vector &position, float scale);
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bool UTIL_TeamsMatch(const char *pTeamName1, const char *pTeamName2);
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void UTIL_StringToVector(float *pVector, const char *pString);
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void UTIL_StringToVector(Vector &vecIn, const char *pString, char cSeparator);
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void UTIL_StringToVectorND(Vector &vecIn, int nCount, const char *pString, char cSeparator);
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void UTIL_StringToIntArray(int *pVector, int count, const char *pString);
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Vector UTIL_ClampVectorToBox(const Vector &input, const Vector &clampSize);
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float UTIL_WaterLevel(const Vector &position, float minz, float maxz);
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void UTIL_Bubbles(Vector mins, Vector maxs, int count);
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void UTIL_BubbleTrail(Vector from, Vector to, int count);
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void UTIL_Remove(CBaseEntity *pEntity);
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BOOL UTIL_IsValidEntity(edict_t *pent);
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void UTIL_PrecacheOther(const char *szClassname);
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void UTIL_RestartOther(const char *szClassname);
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void UTIL_ResetEntities();
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void UTIL_RemoveOther(const char *szClassname, int nCount = 0);
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void UTIL_LogPrintf(const char *fmt, ...);
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float UTIL_DotPoints(const Vector &vecSrc, const Vector &vecCheck, const Vector &vecDir);
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void EntvarsKeyvalue(entvars_t *pev, KeyValueData *pkvd);
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char UTIL_TextureHit(TraceResult *ptr, Vector vecSrc, Vector vecEnd);
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int GetPlayerTeam(int index);
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bool UTIL_IsGame(const char *pszGameName);
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real_t UTIL_GetPlayerGaitYaw(int playerIndex);
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int UTIL_ReadFlags(const char *c);
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bool UTIL_AreBotsAllowed();
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bool UTIL_IsBeta();
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bool UTIL_AreHostagesImprov();
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int UTIL_GetNumPlayers();
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int UTIL_CountEntities(const char *szName);
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bool UTIL_IsSpawnPointOccupied(CBaseEntity *pSpot);
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void MAKE_STRING_CLASS(const char *str, entvars_t *pev);
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void NORETURN Sys_Error(const char *error, ...);
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// Inlines
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template <typename T = CBaseEntity>
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inline T *UTIL_FindEntityByClassname(T *pStartEntity, const char *szName)
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{
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return (T *)UTIL_FindEntityByString(pStartEntity, "classname", szName);
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}
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template <typename T = CBaseEntity>
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inline T *UTIL_FindEntityByTargetname(T *pStartEntity, const char *szName)
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{
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return (T *)UTIL_FindEntityByString(pStartEntity, "targetname", szName);
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}
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template <typename T = CBaseEntity>
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inline T *UTIL_FindEntityInSphere(T *pStartEntity, const Vector &vecCenter, float flRadius)
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{
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edict_t *pentEntity;
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if (pStartEntity)
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pentEntity = pStartEntity->edict();
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else
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pentEntity = nullptr;
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pentEntity = FIND_ENTITY_IN_SPHERE(pentEntity, vecCenter, flRadius);
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if (!FNullEnt(pentEntity))
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{
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// a1ba: can't use CBaseEntity::Instance here, because circular dependency in cbase.h
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return GET_PRIVATE<T>(pentEntity);
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}
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return nullptr;
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}
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template <size_t nSize>
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void UTIL_StripToken(const char *pKey, char (&pDest)[nSize])
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{
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int i = 0;
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while (i < nSize && pKey[i] && pKey[i] != '#')
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{
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pDest[i] = pKey[i];
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i++;
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}
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pDest[i] = '\0';
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}
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class CPlayerInVolumeAdapter
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{
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public:
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virtual ~CPlayerInVolumeAdapter() {};
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virtual void PlayerDetected(const bool fInVolume, CBasePlayer *pPlayer) = 0;
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};
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int UTIL_CountPlayersInBrushVolume(bool bOnlyAlive, CBaseEntity *pBrushEntity, int &playersInCount, int &playersOutCount, CPlayerInVolumeAdapter *pAdapter = nullptr);
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inline real_t UTIL_FixupAngle(real_t v)
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{
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real_t angle = v;
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while (angle < 0)
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angle += 360;
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while (angle > 360)
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angle -= 360;
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return angle;
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}
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inline void UTIL_FixupAngles(Vector &v)
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|
{
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|
v.x = UTIL_FixupAngle(v.x);
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v.y = UTIL_FixupAngle(v.y);
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|
v.z = UTIL_FixupAngle(v.z);
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}
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extern int g_groupmask;
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extern int g_groupop;
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