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engine, public: fix float precision issues in mathlib and monster navigation code
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@ -243,7 +243,7 @@ float SV_VecToYaw( const vec3_t src )
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}
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}
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else
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else
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{
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{
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yaw = (int)( atan2( src[1], src[0] ) * 180.0f / M_PI_F );
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yaw = (int)( atan2( src[1], src[0] ) * 180.0 / M_PI );
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if( yaw < 0 ) yaw += 360.0f;
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if( yaw < 0 ) yaw += 360.0f;
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}
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}
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return yaw;
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return yaw;
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@ -34,18 +34,18 @@ GNU General Public License for more details.
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#define ROLL 2
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#define ROLL 2
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#ifndef M_PI
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#ifndef M_PI
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#define M_PI (float)3.14159265358979323846
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#define M_PI (double)3.14159265358979323846
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#endif
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#endif
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#ifndef M_PI2
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#ifndef M_PI2
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#define M_PI2 ((float)(M_PI * 2))
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#define M_PI2 ((double)(M_PI * 2))
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#endif
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#endif
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#define M_PI_F ((float)(M_PI))
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#define M_PI_F ((float)(M_PI))
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#define M_PI2_F ((float)(M_PI2))
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#define M_PI2_F ((float)(M_PI2))
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#define RAD2DEG( x ) ((float)(x) * (float)(180.f / M_PI_F))
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#define RAD2DEG( x ) ((double)(x) * (double)(180.0 / M_PI))
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#define DEG2RAD( x ) ((float)(x) * (float)(M_PI_F / 180.f))
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#define DEG2RAD( x ) ((double)(x) * (double)(M_PI / 180.0))
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#define NUMVERTEXNORMALS 162
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#define NUMVERTEXNORMALS 162
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