本文整理汇总了C++中AngleDelta函数的典型用法代码示例。如果您正苦于以下问题:C++ AngleDelta函数的具体用法?C++ AngleDelta怎么用?C++ AngleDelta使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了AngleDelta函数的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: R2D2_TurnAnims
/*
-------------------------
R2D2_TurnAnims
-------------------------
*/
void R2D2_TurnAnims ( void )
{
float turndelta;
int anim;
turndelta = AngleDelta(NPC->r.currentAngles[YAW], NPCInfo->desiredYaw);
if ((fabs(turndelta) > 20) && ((NPC->client->NPC_class == CLASS_R2D2) || (NPC->client->NPC_class == CLASS_R5D2)))
{
anim = NPC->client->ps.legsAnim;
if (turndelta<0)
{
if (anim != BOTH_TURN_LEFT1)
{
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TURN_LEFT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
else
{
if (anim != BOTH_TURN_RIGHT1)
{
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TURN_RIGHT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
}
else
{
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
示例2: InFOV
qboolean InFOV( vec3_t spot, vec3_t from, vec3_t fromAngles, int hFOV, int vFOV )
{
vec3_t deltaVector, angles, deltaAngles;
VectorSubtract ( spot, from, deltaVector );
vectoangles ( deltaVector, angles );
deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV )
{
return qtrue;
}
return qfalse;
}
示例3: InFOV
qboolean InFOV ( gentity_t *ent, gentity_t *from, int hFOV, int vFOV )
{
vec3_t eyes;
vec3_t spot;
vec3_t deltaVector;
vec3_t angles, fromAngles;
vec3_t deltaAngles;
if( from->client )
{
if( !VectorCompare( from->client->renderInfo.eyeAngles, vec3_origin ) )
{//Actual facing of tag_head!
//NOTE: Stasis aliens may have a problem with this?
VectorCopy( from->client->renderInfo.eyeAngles, fromAngles );
}
else
{
VectorCopy( from->client->ps.viewangles, fromAngles );
}
}
else
{
VectorCopy(from->s.angles, fromAngles);
}
CalcEntitySpot( from, SPOT_HEAD_LEAN, eyes );
CalcEntitySpot( ent, SPOT_ORIGIN, spot );
VectorSubtract ( spot, eyes, deltaVector);
vectoangles ( deltaVector, angles );
deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV )
{
return qtrue;
}
CalcEntitySpot( ent, SPOT_HEAD, spot );
VectorSubtract ( spot, eyes, deltaVector);
vectoangles ( deltaVector, angles );
deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV )
{
return qtrue;
}
CalcEntitySpot( ent, SPOT_LEGS, spot );
VectorSubtract ( spot, eyes, deltaVector);
vectoangles ( deltaVector, angles );
deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV )
{
return qtrue;
}
return qfalse;
}
示例4: NPC_GetVFOVPercentage
float NPC_GetVFOVPercentage( vec3_t spot, vec3_t from, vec3_t facing, float vFOV )
{
vec3_t deltaVector, angles;
float delta;
VectorSubtract ( spot, from, deltaVector );
vectoangles ( deltaVector, angles );
delta = fabs( AngleDelta ( facing[PITCH], angles[PITCH] ) );
if ( delta > vFOV )
return 0.0f;
return ( ( vFOV - delta ) / vFOV );
}
示例5: NPC_GetHFOVPercentage
float NPC_GetHFOVPercentage( vec3_t spot, vec3_t from, vec3_t facing, float hFOV )
{
vec3_t deltaVector, angles;
float delta;
VectorSubtract ( spot, from, deltaVector );
vectoangles ( deltaVector, angles );
delta = fabs( AngleDelta ( facing[YAW], angles[YAW] ) );
if ( delta > hFOV )
return 0.0f;
return ( ( hFOV - delta ) / hFOV );
}
示例6: CGCam_Roll
void CGCam_Roll( float dest, float duration )
{
if ( !duration )
{
CGCam_SetRoll( dest );
return;
}
//FIXME/NOTE: this will override current panning!!!
client_camera.info_state |= CAMERA_PANNING;
VectorCopy( client_camera.angles, client_camera.angles2 );
client_camera.angles2[2] = AngleDelta( dest, client_camera.angles[2] );
client_camera.pan_duration = duration;
client_camera.pan_time = cg.time;
}
示例7: NPC_BSJump
void NPC_BSJump (void)
{
vec3_t dir, angles, p1, p2, apex;
float time, height, forward, z, xy, dist, yawError, apexHeight;
if( !NPCInfo->goalEntity )
{//Should have task completed the navgoal
return;
}
if ( NPCInfo->jumpState != JS_JUMPING && NPCInfo->jumpState != JS_LANDING )
{
//Face navgoal
VectorSubtract(NPCInfo->goalEntity->currentOrigin, NPC->currentOrigin, dir);
vectoangles(dir, angles);
NPCInfo->desiredPitch = NPCInfo->lockedDesiredPitch = AngleNormalize360(angles[PITCH]);
NPCInfo->desiredYaw = NPCInfo->lockedDesiredYaw = AngleNormalize360(angles[YAW]);
}
NPC_UpdateAngles ( qtrue, qtrue );
yawError = AngleDelta ( NPC->client->ps.viewangles[YAW], NPCInfo->desiredYaw );
//We don't really care about pitch here
switch ( NPCInfo->jumpState )
{
case JS_FACING:
if ( yawError < MIN_ANGLE_ERROR )
{//Facing it, Start crouching
NPC_SetAnim(NPC, SETANIM_LEGS, BOTH_CROUCH1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
NPCInfo->jumpState = JS_CROUCHING;
}
break;
case JS_CROUCHING:
if ( NPC->client->ps.legsAnimTimer > 0 )
{//Still playing crouching anim
return;
}
//Create a parabola
if ( NPC->currentOrigin[2] > NPCInfo->goalEntity->currentOrigin[2] )
{
VectorCopy( NPC->currentOrigin, p1 );
VectorCopy( NPCInfo->goalEntity->currentOrigin, p2 );
}
else if ( NPC->currentOrigin[2] < NPCInfo->goalEntity->currentOrigin[2] )
{
VectorCopy( NPCInfo->goalEntity->currentOrigin, p1 );
VectorCopy( NPC->currentOrigin, p2 );
}
else
{
VectorCopy( NPC->currentOrigin, p1 );
VectorCopy( NPCInfo->goalEntity->currentOrigin, p2 );
}
//z = xy*xy
VectorSubtract( p2, p1, dir );
dir[2] = 0;
//Get xy and z diffs
xy = VectorNormalize( dir );
z = p1[2] - p2[2];
apexHeight = APEX_HEIGHT/2;
/*
//Determine most desirable apex height
apexHeight = (APEX_HEIGHT * PARA_WIDTH/xy) + (APEX_HEIGHT * z/128);
if ( apexHeight < APEX_HEIGHT * 0.5 )
{
apexHeight = APEX_HEIGHT*0.5;
}
else if ( apexHeight > APEX_HEIGHT * 2 )
{
apexHeight = APEX_HEIGHT*2;
}
*/
//FIXME: length of xy will change curve of parabola, need to account for this
//somewhere... PARA_WIDTH
z = (sqrt(apexHeight + z) - sqrt(apexHeight));
assert(z >= 0);
// gi.Printf("apex is %4.2f percent from p1: ", (xy-z)*0.5/xy*100.0f);
xy -= z;
xy *= 0.5;
assert(xy > 0);
VectorMA( p1, xy, dir, apex );
apex[2] += apexHeight;
VectorCopy(apex, NPC->pos1);
//Now we have the apex, aim for it
height = apex[2] - NPC->currentOrigin[2];
time = sqrt( height / ( .5 * NPC->client->ps.gravity ) );
//.........这里部分代码省略.........
示例8: NPC_UpdateShootAngles
void NPC_UpdateShootAngles (vec3_t angles, qboolean doPitch, qboolean doYaw )
{//FIXME: shoot angles either not set right or not used!
float error;
float decay;
float targetPitch = 0;
float targetYaw = 0;
if(doPitch)
targetPitch = angles[PITCH];
if(doYaw)
targetYaw = angles[YAW];
if(doYaw)
{
// decay yaw error
error = AngleDelta ( NPCInfo->shootAngles[YAW], targetYaw );
if ( error )
{
decay = 60.0 + 80.0 * NPCInfo->stats.aim;
decay *= 100.0f / 1000.0f;//msec
if ( error < 0.0 )
{
error += decay;
if ( error > 0.0 )
{
error = 0.0;
}
}
else
{
error -= decay;
if ( error < 0.0 )
{
error = 0.0;
}
}
}
NPCInfo->shootAngles[YAW] = targetYaw + error;
}
if(doPitch)
{
// decay pitch error
error = AngleDelta ( NPCInfo->shootAngles[PITCH], targetPitch );
if ( error )
{
decay = 60.0 + 80.0 * NPCInfo->stats.aim;
decay *= 100.0f / 1000.0f;//msec
if ( error < 0.0 )
{
error += decay;
if ( error > 0.0 )
{
error = 0.0;
}
}
else
{
error -= decay;
if ( error < 0.0 )
{
error = 0.0;
}
}
}
NPCInfo->shootAngles[PITCH] = targetPitch + error;
}
}
示例9: NPC_UpdateFiringAngles
/*
qboolean NPC_UpdateFiringAngles ( qboolean doPitch, qboolean doYaw )
Includes aim when determining angles - so they don't always hit...
*/
qboolean NPC_UpdateFiringAngles ( qboolean doPitch, qboolean doYaw )
{
#if 0
float diff;
float error;
float targetPitch = 0;
float targetYaw = 0;
qboolean exact = qtrue;
if ( level.time < NPCInfo->aimTime )
{
if( doPitch )
targetPitch = NPCInfo->lockedDesiredPitch;
if( doYaw )
targetYaw = NPCInfo->lockedDesiredYaw;
}
else
{
if( doPitch )
{
targetPitch = NPCInfo->desiredPitch;
NPCInfo->lockedDesiredPitch = NPCInfo->desiredPitch;
}
if( doYaw )
{
targetYaw = NPCInfo->desiredYaw;
NPCInfo->lockedDesiredYaw = NPCInfo->desiredYaw;
}
}
if( doYaw )
{
// add yaw error based on NPCInfo->aim value
error = ((float)(6 - NPCInfo->stats.aim)) * Q_flrand(-1, 1);
if(Q_irand(0, 1))
error *= -1;
diff = AngleDelta ( NPC->client->ps.viewangles[YAW], targetYaw );
if ( diff )
exact = qfalse;
ucmd.angles[YAW] = ANGLE2SHORT( targetYaw + diff + error ) - client->ps.delta_angles[YAW];
}
if( doPitch )
{
// add pitch error based on NPCInfo->aim value
error = ((float)(6 - NPCInfo->stats.aim)) * Q_flrand(-1, 1);
diff = AngleDelta ( NPC->client->ps.viewangles[PITCH], targetPitch );
if ( diff )
exact = qfalse;
ucmd.angles[PITCH] = ANGLE2SHORT( targetPitch + diff + error ) - client->ps.delta_angles[PITCH];
}
ucmd.angles[ROLL] = ANGLE2SHORT ( NPC->client->ps.viewangles[ROLL] ) - client->ps.delta_angles[ROLL];
return exact;
#else
float error, diff;
float decay;
float targetPitch = 0;
float targetYaw = 0;
qboolean exact = qtrue;
// if angle changes are locked; just keep the current angles
if ( level.time < NPCInfo->aimTime )
{
if(doPitch)
targetPitch = NPCInfo->lockedDesiredPitch;
if(doYaw)
targetYaw = NPCInfo->lockedDesiredYaw;
}
else
{
if(doPitch)
targetPitch = NPCInfo->desiredPitch;
if(doYaw)
targetYaw = NPCInfo->desiredYaw;
// NPCInfo->aimTime = level.time + 250;
if(doPitch)
NPCInfo->lockedDesiredPitch = NPCInfo->desiredPitch;
if(doYaw)
NPCInfo->lockedDesiredYaw = NPCInfo->desiredYaw;
//.........这里部分代码省略.........
示例10: NPC_UpdateAngles
qboolean NPC_UpdateAngles ( qboolean doPitch, qboolean doYaw )
{
#if 1
float error;
float decay;
float targetPitch = 0;
float targetYaw = 0;
float yawSpeed;
qboolean exact = qtrue;
// if angle changes are locked; just keep the current angles
// aimTime isn't even set anymore... so this code was never reached, but I need a way to lock NPC's yaw, so instead of making a new SCF_ flag, just use the existing render flag... - dmv
if ( !NPC->enemy && ( (level.time < NPCInfo->aimTime) || NPC->client->renderInfo.renderFlags & RF_LOCKEDANGLE) )
{
if(doPitch)
targetPitch = NPCInfo->lockedDesiredPitch;
if(doYaw)
targetYaw = NPCInfo->lockedDesiredYaw;
}
else
{
// we're changing the lockedDesired Pitch/Yaw below so it's lost it's original meaning, get rid of the lock flag
NPC->client->renderInfo.renderFlags &= ~RF_LOCKEDANGLE;
if(doPitch)
{
targetPitch = NPCInfo->desiredPitch;
NPCInfo->lockedDesiredPitch = NPCInfo->desiredPitch;
}
if(doYaw)
{
targetYaw = NPCInfo->desiredYaw;
NPCInfo->lockedDesiredYaw = NPCInfo->desiredYaw;
}
}
if ( NPC->s.weapon == WP_EMPLACED_GUN )
{
// FIXME: this seems to do nothing, actually...
yawSpeed = 20;
}
else
{
yawSpeed = NPCInfo->stats.yawSpeed;
}
if ( NPC->s.weapon == WP_SABER && NPC->client->ps.forcePowersActive&(1<<FP_SPEED) )
{
yawSpeed *= 1.0f/g_timescale->value;
}
if( doYaw )
{
// decay yaw error
error = AngleDelta ( NPC->client->ps.viewangles[YAW], targetYaw );
if( fabs(error) > MIN_ANGLE_ERROR )
{
if ( error )
{
exact = qfalse;
decay = 60.0 + yawSpeed * 3;
decay *= 50.0f / 1000.0f;//msec
if ( error < 0.0 )
{
error += decay;
if ( error > 0.0 )
{
error = 0.0;
}
}
else
{
error -= decay;
if ( error < 0.0 )
{
error = 0.0;
}
}
}
}
ucmd.angles[YAW] = ANGLE2SHORT( targetYaw + error ) - client->ps.delta_angles[YAW];
}
//FIXME: have a pitchSpeed?
if( doPitch )
{
// decay pitch error
error = AngleDelta ( NPC->client->ps.viewangles[PITCH], targetPitch );
if ( fabs(error) > MIN_ANGLE_ERROR )
{
if ( error )
{
exact = qfalse;
//.........这里部分代码省略.........
示例11: InFOVFromPlayerView
//Entity to entity
qboolean InFOVFromPlayerView ( gentity_t *ent, int hFOV, int vFOV )
{
vec3_t eyes;
vec3_t spot;
vec3_t deltaVector;
vec3_t angles, fromAngles;
vec3_t deltaAngles;
if ( !player || !player->client )
{
return qfalse;
}
if ( cg.time )
{
VectorCopy( cg.refdefViewAngles, fromAngles );
}
else
{
VectorCopy( player->client->ps.viewangles, fromAngles );
}
if( cg.time )
{
VectorCopy( cg.refdef.vieworg, eyes );
}
else
{
CalcEntitySpot( player, SPOT_HEAD_LEAN, eyes );
}
CalcEntitySpot( ent, SPOT_ORIGIN, spot );
VectorSubtract ( spot, eyes, deltaVector);
vectoangles ( deltaVector, angles );
deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV )
{
return qtrue;
}
CalcEntitySpot( ent, SPOT_HEAD, spot );
VectorSubtract ( spot, eyes, deltaVector);
vectoangles ( deltaVector, angles );
deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV )
{
return qtrue;
}
CalcEntitySpot( ent, SPOT_LEGS, spot );
VectorSubtract ( spot, eyes, deltaVector);
vectoangles ( deltaVector, angles );
deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV )
{
return qtrue;
}
return qfalse;
}
示例12: NPC_BSPointShoot
void NPC_BSPointShoot (qboolean shoot)
{//FIXME: doesn't check for clear shot...
vec3_t muzzle, dir, angles, org;
//spot_t spot_enemy = SPOT_CHEST;
if ( !NPC->enemy || !NPC->enemy->inuse || (NPC->enemy->NPC && NPC->enemy->health <= 0) )
{//FIXME: should still keep shooting for a second or two after they actually die...
trap_ICARUS_TaskIDComplete( NPC, TID_BSTATE );
goto finished;
return;
}
CalcEntitySpot(NPC, SPOT_WEAPON, muzzle);
CalcEntitySpot(NPC->enemy, SPOT_HEAD, org);//Was spot_org
//Head is a little high, so let's aim for the chest:
//if ( NPC->enemy->client )
//{
// org[2] -= 12;//NOTE: is this enough?
//}
VectorSubtract(org, muzzle, dir);
vectoangles(dir, angles);
switch( NPC->client->ps.weapon )
{
case WP_NONE:
// case WP_TRICORDER:
case WP_STUN_BATON:
case WP_SABER:
//don't do any pitch change if not holding a firing weapon
break;
default:
NPCInfo->desiredPitch = NPCInfo->lockedDesiredPitch = AngleNormalize360(angles[PITCH]);
break;
}
NPCInfo->desiredYaw = NPCInfo->lockedDesiredYaw = AngleNormalize360(angles[YAW]);
if ( NPC_UpdateAngles ( qtrue, qtrue ) )
{//FIXME: if angles clamped, this may never work!
//NPCInfo->shotTime = NPC->attackDebounceTime = 0;
if ( shoot )
{//FIXME: needs to hold this down if using a weapon that requires it, like phaser...
//ucmd.buttons |= BUTTON_ATTACK;
WeaponThink( qtrue );
}
//if ( !shoot || !(NPC->svFlags & SVF_LOCKEDENEMY) )
if (1)
{//If locked_enemy is on, dont complete until it is destroyed...
trap_ICARUS_TaskIDComplete( NPC, TID_BSTATE );
goto finished;
}
}
//else if ( shoot && (NPC->svFlags & SVF_LOCKEDENEMY) )
if (0)
{//shooting them till their dead, not aiming right at them yet...
/*
qboolean movingTarget = qfalse;
if ( NPC->enemy->client )
{
if ( VectorLengthSquared( NPC->enemy->client->ps.velocity ) )
{
movingTarget = qtrue;
}
}
else if ( VectorLengthSquared( NPC->enemy->s.pos.trDelta ) )
{
movingTarget = qtrue;
}
if (movingTarget )
*/
{
float dist = VectorLength( dir );
float yawMiss, yawMissAllow = NPC->enemy->r.maxs[0];
float pitchMiss, pitchMissAllow = (NPC->enemy->r.maxs[2] - NPC->enemy->r.mins[2])/2;
if ( yawMissAllow < 8.0f )
{
yawMissAllow = 8.0f;
}
if ( pitchMissAllow < 8.0f )
{
pitchMissAllow = 8.0f;
}
yawMiss = tan(DEG2RAD(AngleDelta ( NPC->client->ps.viewangles[YAW], NPCInfo->desiredYaw ))) * dist;
pitchMiss = tan(DEG2RAD(AngleDelta ( NPC->client->ps.viewangles[PITCH], NPCInfo->desiredPitch))) * dist;
if ( yawMissAllow >= yawMiss && pitchMissAllow > pitchMiss )
{
ucmd.buttons |= BUTTON_ATTACK;
}
}
}
//.........这里部分代码省略.........
示例13: NPC_UpdateAngles
/*
qboolean NPC_UpdateAngles ( qboolean doPitch, qboolean doYaw )
Added: option to do just pitch or just yaw
Does not include "aim" in it's calculations
FIXME: stop compressing angles into shorts!!!!
*/
qboolean NPC_UpdateAngles ( qboolean doPitch, qboolean doYaw )
{
#if 1
float error;
float decay;
float targetPitch = 0;
float targetYaw = 0;
float yawSpeed;
qboolean exact = qtrue;
// if angle changes are locked; just keep the current angles
// aimTime isn't even set anymore... so this code was never reached, but I need a way to lock NPC's yaw, so instead of making a new SCF_ flag, just use the existing render flag... - dmv
if ( !NPC->enemy && ( (level.time < NPCInfo->aimTime) /*|| NPC->client->renderInfo.renderFlags & RF_LOCKEDANGLE*/) )
{
if(doPitch)
targetPitch = NPCInfo->lockedDesiredPitch;
if(doYaw)
targetYaw = NPCInfo->lockedDesiredYaw;
}
else
{
// we're changing the lockedDesired Pitch/Yaw below so it's lost it's original meaning, get rid of the lock flag
// NPC->client->renderInfo.renderFlags &= ~RF_LOCKEDANGLE;
if(doPitch)
{
targetPitch = NPCInfo->desiredPitch;
NPCInfo->lockedDesiredPitch = NPCInfo->desiredPitch;
}
if(doYaw)
{
targetYaw = NPCInfo->desiredYaw;
NPCInfo->lockedDesiredYaw = NPCInfo->desiredYaw;
}
}
if ( NPC->s.weapon == WP_EMPLACED_GUN )
{
// FIXME: this seems to do nothing, actually...
yawSpeed = 20;
}
else
{
yawSpeed = NPCInfo->stats.yawSpeed;
}
if ( NPC->s.weapon == WP_SABER && NPC->client->ps.fd.forcePowersActive&(1<<FP_SPEED) )
{
char buf[128];
float tFVal = 0;
trap_Cvar_VariableStringBuffer("timescale", buf, sizeof(buf));
tFVal = atof(buf);
yawSpeed *= 1.0f/tFVal;
}
if( doYaw )
{
// decay yaw error
error = AngleDelta ( NPC->client->ps.viewangles[YAW], targetYaw );
if( fabs(error) > MIN_ANGLE_ERROR )
{
if ( error )
{
exact = qfalse;
decay = 60.0 + yawSpeed * 3;
decay *= 50.0f / 1000.0f;//msec
if ( error < 0.0 )
{
error += decay;
if ( error > 0.0 )
{
error = 0.0;
}
}
else
{
error -= decay;
if ( error < 0.0 )
{
error = 0.0;
}
}
}
//.........这里部分代码省略.........