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-rw-r--r--src/game/g_utils.c2
-rw-r--r--src/game/g_weapon.c2
-rw-r--r--src/game/q_math.c11
-rw-r--r--src/game/q_shared.h1
4 files changed, 14 insertions, 2 deletions
diff --git a/src/game/g_utils.c b/src/game/g_utils.c
index fa4b5f23..1f4fa6df 100644
--- a/src/game/g_utils.c
+++ b/src/game/g_utils.c
@@ -987,7 +987,7 @@ gentity_t *G_ClosestEnt( vec3_t origin, gentity_t **entities, int numEntities )
{
gentity_t *ent = entities[ i ];
- if( ( nd = VectorDistance( origin, ent->s.origin ) ) < d )
+ if( ( nd = Distance( origin, ent->s.origin ) ) < d )
{
d = nd;
closestEnt = ent;
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c
index a28da78b..3f523071 100644
--- a/src/game/g_weapon.c
+++ b/src/game/g_weapon.c
@@ -1131,7 +1131,7 @@ void G_UpdateZaps( int msec )
source = zap->targets[ j - 1 ];
if( target->health <= 0 || !target->inuse || //early out
- VectorDistance( source->s.origin, target->s.origin ) > LEVEL2_AREAZAP_RANGE )
+ Distance( source->s.origin, target->s.origin ) > LEVEL2_AREAZAP_RANGE )
{
target = zap->targets[ j ] = G_FindNewZapTarget( source );
diff --git a/src/game/q_math.c b/src/game/q_math.c
index 78209fd1..83410479 100644
--- a/src/game/q_math.c
+++ b/src/game/q_math.c
@@ -1279,6 +1279,17 @@ void MatrixMultiply( float in1[ 3 ][ 3 ], float in2[ 3 ][ 3 ], float out[ 3 ][ 3
in1[ 2 ][ 2 ] * in2[ 2 ][ 2 ];
}
+/*
+================
+VectorMatrixMultiply
+================
+*/
+void VectorMatrixMultiply( const vec3_t p, vec3_t m[ 3 ], vec3_t out )
+{
+ out[ 0 ] = m[ 0 ][ 0 ] * p[ 0 ] + m[ 1 ][ 0 ] * p[ 1 ] + m[ 2 ][ 0 ] * p[ 2 ];
+ out[ 1 ] = m[ 0 ][ 1 ] * p[ 0 ] + m[ 1 ][ 1 ] * p[ 1 ] + m[ 2 ][ 1 ] * p[ 2 ];
+ out[ 2 ] = m[ 0 ][ 2 ] * p[ 0 ] + m[ 1 ][ 2 ] * p[ 1 ] + m[ 2 ][ 2 ] * p[ 2 ];
+}
void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
{
diff --git a/src/game/q_shared.h b/src/game/q_shared.h
index e9c09c48..6b1c8932 100644
--- a/src/game/q_shared.h
+++ b/src/game/q_shared.h
@@ -771,6 +771,7 @@ void MakeNormalVectors( const vec3_t forward, vec3_t right, vec3_t up );
//int PlaneTypeForNormal (vec3_t normal);
void MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]);
+void VectorMatrixMultiply( const vec3_t p, vec3_t m[ 3 ], vec3_t out );
void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
void PerpendicularVector( vec3_t dst, const vec3_t src );