Minor ftt spawn logic changing

This commit is contained in:
Jackzie 2022-05-14 10:40:58 -05:00
parent 29b7d12060
commit 6c63e69abf
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GPG key ID: 1E834FE36520537A
13 changed files with 139 additions and 37 deletions

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@ -32,6 +32,26 @@ stock void GetHorizontalPositionFromClient(int client, float units, float finalP
pos[1] += -150 * Sine(theta);
finalPosition = pos;
}
// Gets velocity of an entity (ent) toward new origin with speed (fSpeed) - thanks Ryan
stock bool GetVelocityToOrigin(int entity, const float destination[3], const float fSpeed, float outVelocity[3]) {
float srcOrigin[3];
GetEntPropVector(entity, Prop_Data, "m_vecVelocity", srcOrigin);
// Velocity = Distance / Time
float fDistance[3];
fDistance[0] = destination[0] - srcOrigin[0];
fDistance[1] = destination[1] - srcOrigin[1];
fDistance[2] = destination[2] - srcOrigin[2];
float fTime = (GetVectorDistance(srcOrigin, destination) / fSpeed);
outVelocity[0] = (destination[0] - srcOrigin[0]) / fTime;
outVelocity[1] = (destination[1] - srcOrigin[1]) / fTime;
outVelocity[2] = (destination[2] - srcOrigin[2]) / fTime;
return (outVelocity[0] && outVelocity[1] && outVelocity[2]);
}
//Credits to Timocop for the stock :D
/**
* Runs a single line of vscript code.