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engine: client: use alternative ease-in ease-out function in sound fade
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@ -159,7 +159,7 @@ void S_UpdateSoundFade( void )
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}
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}
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// spline it.
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// spline it.
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f = SimpleSpline( f );
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f = -( cos( M_PI * f ) - 1 ) / 2;
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f = bound( 0.0f, f, 1.0f );
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f = bound( 0.0f, f, 1.0f );
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soundfade.percent = soundfade.initial_percent * f;
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soundfade.percent = soundfade.initial_percent * f;
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@ -53,24 +53,6 @@ float anglemod( float a )
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return a;
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return a;
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}
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}
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/*
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=================
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SimpleSpline
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NOTE: ripped from hl2 source
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hermite basis function for smooth interpolation
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Similar to Gain() above, but very cheap to call
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value should be between 0 & 1 inclusive
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=================
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*/
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float SimpleSpline( float value )
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{
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float valueSquared = value * value;
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// nice little ease-in, ease-out spline-like curve
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return (3.0f * valueSquared - 2.0f * valueSquared * value);
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}
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word FloatToHalf( float v )
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word FloatToHalf( float v )
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{
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{
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unsigned int i = FloatAsUint( v );
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unsigned int i = FloatAsUint( v );
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@ -177,7 +177,6 @@ float rsqrt( float number );
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float anglemod( float a );
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float anglemod( float a );
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word FloatToHalf( float v );
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word FloatToHalf( float v );
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float HalfToFloat( word h );
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float HalfToFloat( word h );
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float SimpleSpline( float value );
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void RoundUpHullSize( vec3_t size );
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void RoundUpHullSize( vec3_t size );
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int SignbitsForPlane( const vec3_t normal );
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int SignbitsForPlane( const vec3_t normal );
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int PlaneTypeForNormal( const vec3_t normal );
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int PlaneTypeForNormal( const vec3_t normal );
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