maint: add quakeIII constants
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@ -282,6 +282,11 @@ namespace game
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constexpr auto MAX_QPATH = 64;
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constexpr auto MAX_QPATH = 64;
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constexpr auto MAX_OSPATH = 256;
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constexpr auto MAX_OSPATH = 256;
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// Angle indexes
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constexpr auto PITCH = 0; // up / down
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constexpr auto YAW = 1; // left / right
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constexpr auto ROLL = 2; // fall over
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// From Quake III, to match game's assembly
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// From Quake III, to match game's assembly
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template <typename T, typename R>
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template <typename T, typename R>
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constexpr auto VectorScale(T v, R s, T out) { out[0] = v[0] * s; out[1] = v[1] * s; out[2] = v[2] * s; }
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constexpr auto VectorScale(T v, R s, T out) { out[0] = v[0] * s; out[1] = v[1] * s; out[2] = v[2] * s; }
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@ -130,12 +130,12 @@ private:
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if (params.size() > 4)
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if (params.size() > 4)
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{
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{
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angles[1] = std::strtof(params.get(4), nullptr); // Yaw
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angles[game::native::YAW] = std::strtof(params.get(4), nullptr); // Yaw
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}
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}
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if (params.size() == 6)
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if (params.size() == 6)
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{
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{
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angles[0] = std::strtof(params.get(5), nullptr); // Pitch
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angles[game::native::PITCH] = std::strtof(params.get(5), nullptr); // Pitch
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}
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}
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game::native::TeleportPlayer(ent, origin, angles);
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game::native::TeleportPlayer(ent, origin, angles);
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