coord = teamradar_texcoord_to_2dcoord(teamradar_3dcoord_to_texcoord(coord3d));
- MAKEVECTORS_NEW(pangles - '0 1 0' * teamradar_angle, forward, right, up);
+ MAKE_VECTORS_NEW(pangles - '0 1 0' * teamradar_angle, forward, right, up);
if(v_flipped)
{
forward.x = -forward.x;
vel = view.velocity;
else
{
- MAKEVECTORS_NEW(view_angles, forward, right, up);
+ MAKE_VECTORS_NEW(view_angles, forward, right, up);
vel.x = view.velocity * forward;
vel.y = view.velocity * right * -1;
vel.z = view.velocity * up;
if (autocvar_cl_followmodel_velocity_absolute)
{
vector fixed_gunorg;
- MAKEVECTORS_NEW(view_angles, forward, right, up);
+ MAKE_VECTORS_NEW(view_angles, forward, right, up);
fixed_gunorg.x = gunorg * forward;
fixed_gunorg.y = gunorg * right * -1;
fixed_gunorg.z = gunorg * up;
// Render the Scene
view_origin = getpropertyvec(VF_ORIGIN);
view_angles = getpropertyvec(VF_ANGLES);
- MAKEVECTORS(view_angles, view_forward, view_right, view_up);
+ MAKE_VECTORS(view_angles, view_forward, view_right, view_up);
#ifdef BLURTEST
if(time > blurtest_time0 && time < blurtest_time1)
it.solid = SOLID_BBOX;
});
vector forward = '0 0 0'; vector right = '0 0 0'; vector up = '0 0 0';
- MAKEVECTORS(makevectors, it.v_angle, forward, right, up);
+ MAKE_VECTORS(makevectors, it.v_angle, forward, right, up);
vector pos = it.origin + it.view_ofs;
traceline(pos, pos + forward * max_shot_distance, MOVE_NORMAL, it);
FOREACH_ENTITY(true, {
// Functions for which all usages are replaced with these macros can be hidden inside our `*defs.qh` files
// to prevent anyone from using them accidentally.
-// FIXME MAKE_VECTORS because current naming sucks
-
#ifdef GAMEQC
STATIC_INIT(globals) {
// set to NaN to more easily detect uninitialized use
/// Same as the `makevectors` builtin but uses the provided locals instead of the `v_*` globals.
/// Always use this instead of raw `makevectors` to make the data flow clear.
-#define MAKEVECTORS(angles, forward, right, up) MACRO_BEGIN { \
+#define MAKE_VECTORS(angles, forward, right, up) MACRO_BEGIN { \
makevectors(angles); \
forward = v_forward; \
right = v_right; \
v_up = VEC_NAN; \
} MACRO_END
-/// Same as `MAKEVECTORS` but also creates the locals for convenience.
-#define MAKEVECTORS_NEW(angles, forward, right, up) \
+/// Same as `MAKE_VECTORS` but also creates the locals for convenience.
+#define MAKE_VECTORS_NEW(angles, forward, right, up) \
vector forward = '0 0 0'; \
vector right = '0 0 0'; \
vector up = '0 0 0'; \
- MAKEVECTORS(angles, forward, right, up);
+ MAKE_VECTORS(angles, forward, right, up);
#define VECTOR_VECTORS(forward_in, forward, right, up) MACRO_BEGIN { \
_vectorvectors_hidden(forward_in); \