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Lower corners of bbox vs. angles

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Lower corners of bbox vs. angles

Postby Cobalt » Sun Jul 13, 2014 9:11 pm

The 4 lower corners of the player bounding box are:
Code: Select all

self.absmin
self.absmax - '0 0 56'
self.absmax - '0 32 56'
self.absmin - '0 -32 0'


As the players yaw changes, it faces different angles with respect to these points.
Is there a way using vectoangles, aim or v_forward to determine which of these points
the player is closest to facing with respect to its angles_y ?
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Re: Lower corners of bbox vs. angles

Postby Spike » Mon Jul 14, 2014 12:00 am

local vector result;
makevectors(self.v_angle);
for (i = 0; i < 3; i++)
{
if (v_forward[i] < 0)
result[i] = other.absmax[i];
else
result[i] = other.absmin[i];
}
return result;

fix as required.
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