Call of Duty 4: Replacement for devAdd motion functions
Motion functions for development:
These 3 development functions add a given angle to an entitiy without interpolation and in local space (relative change of pitch, yaw or roll). The stock CreateFX (ingame fx placer) script uses them.
Unfortunately, they aren't functional in the retail executable of the game. However, the same functionality can be scripted:
Variant 1
addPitch(pitch) { angle = pitch + self.angles[0]; return (limited_angle(angle), self.angles[1], self.angles[2]); } addYaw(yaw) { angle = yaw + self.angles[1]; return (self.angles[0], limited_angle(angle), self.angles[2]); } addRoll(roll) { angle = roll + self.angles[2]; return (self.angles[0], self.angles[1], limited_angle(angle)); } limited_angle(angle) { if (!isdefined(angle)) return 0; while( angle >= 360 ) angle -= 360; while( angle < 0 ) angle += 360; return angle; }
This variation can be used just like the devAdd* functions. You can call it like ent addRoll(20);
Variant 2
addPitch(pitch, source_angles) { angle = pitch + source_angles[0]; return (limited_angle(angle), source_angles[1], source_angles[2]); } addYaw(yaw, source_angles) { angle = yaw + source_angles[1]; return (source_angles[0], limited_angle(angle), source_angles[2]); } addRoll(roll, source_angles) { angle = roll + source_angles[2]; return (source_angles[0], source_angles[1], limited_angle(angle)); } limited_angle(angle) { if (!isdefined(angle)) return 0; while( angle >= 360 ) angle -= 360; while( angle < 0 ) angle += 360; return angle; }
Instead of calling ent devAddPitch(20);
you would call addPitch(20, ent.angles);
--CoDEmanX 20:27, 2 February 2012 (UTC)