Re: [ioquake3] Detecting nearest opponents and in line of sight

2013-05-09 Thread Cacatoes
I suppose you had an eye there ? http://wiki.ioquake3.org/Vectors Cheers Le 06/05/2013 01:26, Stephen LARROQUE a écrit : > Ok I think I've got it about vectors management, tell me if I'm wrong: > > ioquake3 defines vectors as 3D arrays (or arrays of 3 items, for X, Y, > Z), as vec3_t type. > > Th

Re: [ioquake3] Detecting nearest opponents and in line of sight

2013-05-05 Thread Stephen LARROQUE
Ok I think I've got it about vectors management, tell me if I'm wrong: ioquake3 defines vectors as 3D arrays (or arrays of 3 items, for X, Y, Z), as vec3_t type. Then ioquake3 provides a few simple operators on these vectors, such as VectorSubstract, VectorCopy, VectorAdd, VectorScale, VectorClea

[ioquake3] Detecting nearest opponents and in line of sight

2013-05-05 Thread Stephen LARROQUE
I am looking for methods to do the two following operations: 1- Find the nearest opponent(s) to a player given its positions. 2- Find if an opponent is in line of sight, but passing through walls. 3- Find opponent nearest to the line of sight. For 1 I think I must use SV_AreaEntities (alias G_ENT