Exemple #1
0
/*
================
idDict::GetAngles
================
*/
bool idDict::GetAngles( const char *key, const char *defaultString, idAngles &out ) const {
	bool		found;
	const char	*s;
	if( !defaultString ) {
		defaultString = "0 0 0";
	}
	found = GetString( key, defaultString, &s );
	out.Zero();
	sscanf( s, "%f %f %f", &out.pitch, &out.yaw, &out.roll );
	return found;
}
Exemple #2
0
// RAVEN BEGIN
// jnewquist: Controller rumble
void idPlayerView::ShakeOffsets( idVec3 &shakeOffset, idAngles &shakeAngleOffset, const idBounds bounds ) const {
	float shakeVolume = 0.0f;
	shakeOffset.Zero();
	shakeAngleOffset.Zero();

	if( gameLocal.isMultiplayer ) {
		return;
	}

	shakeVolume = CalculateShake( shakeAngleOffset );

	if( gameLocal.time < shakeFinishTime ) {
		float offset = ( shakeFinishTime - gameLocal.time ) * shakeScale * 0.001f;

		shakeOffset[0] = idMath::ClampFloat( bounds[0][0] - 1.0f, bounds[1][0] + 1.0f, rvRandom::flrand( -offset, offset ) );
		shakeOffset[1] = idMath::ClampFloat( bounds[0][1] - 1.0f, bounds[1][1] + 1.0f, rvRandom::flrand( -offset, offset ) );
		shakeOffset[2] = idMath::ClampFloat( bounds[0][2] - 1.0f, bounds[1][2] + 1.0f, rvRandom::flrand( -offset, offset ) );

		shakeAngleOffset[0] = idMath::ClampFloat( -70.0f, 70.0f, rvRandom::flrand( -offset, offset ) );
		shakeAngleOffset[1] = idMath::ClampFloat( -70.0f, 70.0f, rvRandom::flrand( -offset, offset ) );
		shakeAngleOffset[2] = idMath::ClampFloat( -70.0f, 70.0f, rvRandom::flrand( -offset, offset ) );
	}
}