Inline little functions
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@ -1392,7 +1392,7 @@ void CHudSpectator::DrawOverviewEntities()
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int playerNum = ent->index - 1;
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m_vPlayerPos[playerNum][0] = screen[0];
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m_vPlayerPos[playerNum][1] = screen[1] + Length(offset);
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m_vPlayerPos[playerNum][1] = screen[1] + offset.Length();
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m_vPlayerPos[playerNum][2] = 1; // mark player as visible
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}
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@ -125,11 +125,12 @@ inline void PlaySound( int iSound, float vol ) { gEngfuncs.pfnPlaySoundByIndex(
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#define VectorAdd(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}
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#define VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}
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inline void VectorClear(float *a) { a[0]=0.0;a[1]=0.0;a[2]=0.0;}
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float Length(const float *v);
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void VectorMA (const float *veca, float scale, const float *vecb, float *vecc);
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void VectorScale (const float *in, float scale, float *out);
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#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
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#define VectorLength(a) ( sqrt( DotProduct( a, a )))
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#define VectorMA(a, scale, b, c) ((c)[0] = (a)[0] + (scale) * (b)[0],(c)[1] = (a)[1] + (scale) * (b)[1],(c)[2] = (a)[2] + (scale) * (b)[2])
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#define VectorScale(in, scale, out) ((out)[0] = (in)[0] * (scale),(out)[1] = (in)[1] * (scale),(out)[2] = (in)[2] * (scale))
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float VectorNormalize (float *v);
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void VectorInverse ( float *v );
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#define VectorInverse(x) ((x)[0] = -(x)[0], (x)[1] = -(x)[1], (x)[2] = -(x)[2])
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extern vec3_t vec3_origin;
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@ -140,9 +141,55 @@ extern vec3_t vec3_origin;
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#pragma warning( disable: 4305 )
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#endif
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HSPRITE LoadSprite(const char *pszName);
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float *GetClientColor( int clientIndex );
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void GetTeamColor( int &r, int &g, int &b, int teamIndex );
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inline HSPRITE LoadSprite(const char *pszName)
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{
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int i;
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char sz[256];
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if (ScreenWidth < 640)
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i = 320;
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else
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i = 640;
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sprintf(sz, pszName, i);
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return SPR_Load(sz);
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}
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extern vec3_t g_ColorRed, g_ColorBlue, g_ColorYellow, g_ColorGrey;
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inline void GetTeamColor( int &r, int &g, int &b, int teamIndex )
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{
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r = 255;
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g = 255;
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b = 255;
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switch( teamIndex )
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{
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case TEAM_TERRORIST:
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r *= g_ColorRed[0];
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g *= g_ColorRed[1];
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b *= g_ColorRed[2];
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break;
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case TEAM_CT:
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r *= g_ColorBlue[0];
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g *= g_ColorBlue[1];
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b *= g_ColorBlue[2];
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break;
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case TEAM_SPECTATOR:
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case TEAM_UNASSIGNED:
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r *= g_ColorYellow[0];
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g *= g_ColorYellow[1];
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b *= g_ColorYellow[2];
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break;
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default:
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r *= g_ColorGrey[0];
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g *= g_ColorGrey[1];
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b *= g_ColorGrey[2];
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break;
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}
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}
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#define bound( min, num, max ) ((num) >= (min) ? ((num) < (max) ? (num) : (max)) : (min))
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#define RAD2DEG( x ) ((float)(x) * (float)(180.f / M_PI))
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#define DEG2RAD( x ) ((float)(x) * (float)(M_PI / 180.f))
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@ -130,20 +130,6 @@ void VectorMA (const float *veca, float scale, const float *vecb, float *vecc)
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vecc[2] = veca[2] + scale*vecb[2];
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}
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*/
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HSPRITE LoadSprite(const char *pszName)
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{
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int i;
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char sz[256];
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if (ScreenWidth < 640)
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i = 320;
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else
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i = 640;
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sprintf(sz, pszName, i);
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return SPR_Load(sz);
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}
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int HUD_GetSpriteIndexByName( const char *sz )
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{
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@ -160,11 +146,11 @@ wrect_t HUD_GetSpriteRect( int index )
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return gHUD.GetSpriteRect( index );
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}
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float g_ColorBlue[3] = { 0.6, 0.8, 1.0 };
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float g_ColorRed[3] = { 1.0, 0.25, 0.25 };
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float g_ColorGreen[3] = { 0.6, 1.0, 0.6 };
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float g_ColorYellow[3] = { 1.0, 0.7, 0.0 };
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float g_ColorGrey[3] = { 0.8, 0.8, 0.8 };
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vec3_t g_ColorBlue = { 0.6, 0.8, 1.0 };
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vec3_t g_ColorRed = { 1.0, 0.25, 0.25 };
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vec3_t g_ColorGreen = { 0.6, 1.0, 0.6 };
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vec3_t g_ColorYellow = { 1.0, 0.7, 0.0 };
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vec3_t g_ColorGrey = { 0.8, 0.8, 0.8 };
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float *GetClientColor( int clientIndex )
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{
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@ -179,34 +165,4 @@ float *GetClientColor( int clientIndex )
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}
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}
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void GetTeamColor(int &r, int &g, int &b, int teamIndex)
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{
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r = 255;
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g = 255;
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b = 255;
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switch( teamIndex )
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{
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case TEAM_TERRORIST:
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r *= g_ColorRed[0];
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g *= g_ColorRed[1];
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b *= g_ColorRed[2];
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break;
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case TEAM_CT:
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r *= g_ColorBlue[0];
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g *= g_ColorBlue[1];
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b *= g_ColorBlue[2];
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break;
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case TEAM_SPECTATOR:
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case TEAM_UNASSIGNED:
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r *= g_ColorYellow[0];
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g *= g_ColorYellow[1];
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b *= g_ColorYellow[2];
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break;
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default:
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r *= g_ColorGrey[0];
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g *= g_ColorGrey[1];
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b *= g_ColorGrey[2];
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break;
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}
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}
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@ -49,7 +49,7 @@ void AngleIMatrix(const vec_t *angles, float (*matrix)[4]);
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void NormalizeAngles(float *angles);
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void InterpolateAngles(float *start, float *end, float *output, float frac);
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float AngleBetweenVectors(const vec_t *v1, const vec_t *v2);
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void VectorTransform(const vec_t *in1, float *in2, vec_t *out);
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void VectorTransform(const vec_t *in1, float (*in2)[4], vec_t *out);
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int VectorCompare(const vec_t *v1, const vec_t *v2);
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void VectorMA(const vec_t *veca, float scale, const vec_t *vecb, vec_t *vecc);
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