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angle_vector


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Hawk552
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Join Date: Aug 2005
Old 07-05-2006 , 18:02   Re: angle_vector
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Quote:
Originally Posted by PM
Given an array of angles around each axis (this is how the HL engine represents rotation, for example of players), it gives you a normalized vector pointing to that direction.

For example if you want to move the player 20 units to the direction where he is looking, you'd do:

1) get his "angles" entvar (or was it v_angle? no idea) using some function.
2) use anglevectors with the returned angles as a parameter to get the "forward vector"
3) multiply that vector by 20.0
4) add that vector to the player's origin

And you're done.

Anglevectors is capable of giving you the "forward" vector, the "up" vector, and the "right" vector. This way you can also implement strafe-like movements and such.
Yeah, wow, that information is really useful for me too.

I guess that allows me to rewrite one of the things I never perfected.
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GHW_Chronic
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Join Date: Sep 2004
Location: Texas
Old 07-05-2006 , 20:23   Re: angle_vector
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lol, I recently did the math for that for a function in my chr_engine file
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VEN
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Join Date: Jan 2005
Old 07-06-2006 , 16:14   Re: angle_vector
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All of you probably have used velocity_by_aim function which simply multiplies player's anglevectors. Curious to observe when coders who have a certain expirience discovers simple things like that.
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