Fix wrong argument order for calculating distance

FossilOrigin-Name: 75095b4f6e2b5ed05c3279c84b6862521cf2103ea8c61e13fe09ee6e81723302
This commit is contained in:
Jonathan Schleifer 2025-03-23 22:14:48 +00:00
parent 2f8d255946
commit 45f4039f3b
7 changed files with 20 additions and 21 deletions

View file

@ -272,7 +272,7 @@ enemylos(Monster *m, OFVector3D *v)
} }
float disttoenemy = float disttoenemy =
OFDistanceOfVectors3D(self.origin, self.enemy.origin); OFDistanceOfVectors3D(self.enemy.origin, self.origin);
self.pitch = self.pitch =
atan2(self.enemy.origin.z - self.origin.z, disttoenemy) * 180 / PI; atan2(self.enemy.origin.z - self.origin.z, disttoenemy) * 180 / PI;
@ -470,7 +470,7 @@ enemylos(Monster *m, OFVector3D *v)
} else { } else {
v.z += monster.eyeHeight; v.z += monster.eyeHeight;
float dist = float dist =
OFDistanceOfVectors3D(monster.origin, v); OFDistanceOfVectors3D(v, monster.origin);
v.z -= monster.eyeHeight; v.z -= monster.eyeHeight;
if (dist < 4) if (dist < 4)

View file

@ -321,7 +321,7 @@ checkitems()
OFVector3D v = OFMakeVector3D( OFVector3D v = OFMakeVector3D(
e.x, e.y, (float)S(e.x, e.y)->floor + player1.eyeHeight); e.x, e.y, (float)S(e.x, e.y)->floor + player1.eyeHeight);
float dist = OFDistanceOfVectors3D(player1.origin, v); float dist = OFDistanceOfVectors3D(v, player1.origin);
if (dist < (e.type == TELEPORT ? 4 : 2.5)) if (dist < (e.type == TELEPORT ? 4 : 2.5))
pickup(i, player1); pickup(i, player1);

View file

@ -150,8 +150,8 @@ particle_splash(int type, int num, int fade, OFVector3D p)
void void
particle_trail(int type, int fade, OFVector3D s, OFVector3D e) particle_trail(int type, int fade, OFVector3D s, OFVector3D e)
{ {
float d = OFDistanceOfVectors3D(s, e); float d = OFDistanceOfVectors3D(e, s);
OFVector3D v = OFSubtractVectors3D(s, e); OFVector3D v = OFSubtractVectors3D(e, s);
v = OFMultiplyVector3D(v, 1.0f / (d * 2 + 0.1f)); v = OFMultiplyVector3D(v, 1.0f / (d * 2 + 0.1f));
for (int i = 0; i < ((int)d * 2); i++) { for (int i = 0; i < ((int)d * 2); i++) {
s = OFAddVectors3D(s, v); s = OFAddVectors3D(s, v);

View file

@ -498,7 +498,7 @@ demoplaybackstep()
fixwrap(c, player1); fixwrap(c, player1);
fixwrap(z, player1); fixwrap(z, player1);
float dist = float dist =
OFDistanceOfVectors3D(z.origin, c.origin); OFDistanceOfVectors3D(c.origin, z.origin);
// if teleport or spawn, don't interpolate // if teleport or spawn, don't interpolate
if (dist < 16) { if (dist < 16) {
catmulrom(z.origin, a.origin, b.origin, catmulrom(z.origin, a.origin, b.origin,

View file

@ -114,8 +114,8 @@ updatechanvol(int chan, const OFVector3D *loc)
if (loc) { if (loc) {
OFVector3D origin = player1.origin; OFVector3D origin = player1.origin;
float dist = OFDistanceOfVectors3D(*loc, origin); float dist = OFDistanceOfVectors3D(origin, *loc);
OFVector3D v = OFSubtractVectors3D(*loc, origin); OFVector3D v = OFSubtractVectors3D(origin, *loc);
// simple mono distance attenuation // simple mono distance attenuation
vol -= (int)(dist * 3 * soundvol / 255); vol -= (int)(dist * 3 * soundvol / 255);

View file

@ -73,7 +73,7 @@ COMMAND(weapon, ARG_3STR, ^(OFString *a1, OFString *a2, OFString *a3) {
void void
createrays(OFVector3D from, OFVector3D to) createrays(OFVector3D from, OFVector3D to)
{ {
float dist = OFDistanceOfVectors3D(from, to); float dist = OFDistanceOfVectors3D(to, from);
float f = dist * SGSPREAD / 1000; float f = dist * SGSPREAD / 1000;
for (int i = 0; i < SGRAYS; i++) for (int i = 0; i < SGRAYS; i++)
#define RNDD (rnd(101) - 50) * f #define RNDD (rnd(101) - 50) * f
@ -185,8 +185,8 @@ radialeffect(
return; return;
OFVector3D origin = o.origin; OFVector3D origin = o.origin;
float dist = OFDistanceOfVectors3D(v, origin); float dist = OFDistanceOfVectors3D(origin, v);
OFVector3D temp = OFSubtractVectors3D(v, origin); OFVector3D temp = OFSubtractVectors3D(origin, v);
dist -= 2; // account for eye distance imprecision dist -= 2; // account for eye distance imprecision
if (dist < RL_DAMRAD) { if (dist < RL_DAMRAD) {
@ -195,7 +195,6 @@ radialeffect(
int damage = (int)(qdam * (1 - (dist / RL_DAMRAD))); int damage = (int)(qdam * (1 - (dist / RL_DAMRAD)));
hit(cn, damage, o, at); hit(cn, damage, o, at);
temp = temp =
OFMultiplyVector3D(temp, (RL_DAMRAD - dist) * damage / 800); OFMultiplyVector3D(temp, (RL_DAMRAD - dist) * damage / 800);
o.velocity = OFAddVectors3D(o.velocity, temp); o.velocity = OFAddVectors3D(o.velocity, temp);
@ -267,14 +266,14 @@ moveprojectiles(float time)
int qdam = guns[p.gun].damage * (p.owner.quadMillis ? 4 : 1); int qdam = guns[p.gun].damage * (p.owner.quadMillis ? 4 : 1);
if ([p.owner isKindOfClass:Monster.class]) if ([p.owner isKindOfClass:Monster.class])
qdam /= MONSTERDAMAGEFACTOR; qdam /= MONSTERDAMAGEFACTOR;
OFVector3D po = p.o, pto = pto; OFVector3D po = p.o, pto = p.to;
float dist = OFDistanceOfVectors3D(po, pto); float dist = OFDistanceOfVectors3D(pto, po);
OFVector3D v = OFSubtractVectors3D(po, pto); OFVector3D v = OFSubtractVectors3D(pto, po);
float dtime = dist * 1000 / p.speed; float dtime = dist * 1000 / p.speed;
if (time > dtime) if (time > dtime)
dtime = time; dtime = time;
v = OFMultiplyVector3D(v, time / dtime); v = OFMultiplyVector3D(v, time / dtime);
v = OFAddVectors3D(v, p.o); v = OFAddVectors3D(v, po);
if (p.local) { if (p.local) {
for (id player in players) for (id player in players)
if (player != [OFNull null]) if (player != [OFNull null])
@ -350,8 +349,8 @@ hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at,
OFVector3D from, OFVector3D to) OFVector3D from, OFVector3D to)
{ {
hit(target, damage, d, at); hit(target, damage, d, at);
float dist = OFDistanceOfVectors3D(from, to); float dist = OFDistanceOfVectors3D(to, from);
OFVector3D v = OFSubtractVectors3D(from, to); OFVector3D v = OFSubtractVectors3D(to, from);
v = OFMultiplyVector3D(v, damage / dist / 50); v = OFMultiplyVector3D(v, damage / dist / 50);
d.velocity = OFAddVectors3D(d.velocity, v); d.velocity = OFAddVectors3D(d.velocity, v);
} }
@ -401,8 +400,8 @@ shoot(DynamicEntity *d, OFVector3D targ)
OFVector3D to = targ; OFVector3D to = targ;
from.z -= 0.2f; // below eye from.z -= 0.2f; // below eye
float dist = OFDistanceOfVectors3D(from, to); float dist = OFDistanceOfVectors3D(to, from);
OFVector3D unitv = OFSubtractVectors3D(from, to); OFVector3D unitv = OFSubtractVectors3D(to, from);
unitv = OFMultiplyVector3D(unitv, 1.0f / dist); unitv = OFMultiplyVector3D(unitv, 1.0f / dist);
OFVector3D kickback = OFVector3D kickback =
OFMultiplyVector3D(unitv, guns[d.gunSelect].kickamount * -0.01f); OFMultiplyVector3D(unitv, guns[d.gunSelect].kickamount * -0.01f);

View file

@ -298,7 +298,7 @@ closestent() // used for delent and edit mode ent display
return; return;
OFVector3D v = OFMakeVector3D(e.x, e.y, e.z); OFVector3D v = OFMakeVector3D(e.x, e.y, e.z);
float dist = OFDistanceOfVectors3D(player1.origin, v); float dist = OFDistanceOfVectors3D(v, player1.origin);
if (dist < bdist) { if (dist < bdist) {
best = i; best = i;
bdist = dist; bdist = dist;