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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.
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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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