/** This is about the Matrix Knowledge, and the code below is based on Matrix Multiplication. **/
/***************************************************************************/
Set Entity Origin Forward:
Set Entity Origin Backward:
Set Entity Origin Leftward:
Set Entity Origin Rightward:
Vertical Forward Rotation:
Vertical Backward Rotation:
Clockwise Plane Rotation:
Anti-clockwise Plane Rotation:
Vertical Leftward Rotation:
Vertical Rightward Rotation:
/***************************************************************************/
Set Entity Origin Forward:
PHP:
new Float: vAng[3], Float: vec[3];
pev( Client, pev_v_angle, vAng );
angle_vector( vAng, 2, vec );
new Float: vec2[3];
/* Forward */
vec2[0] = vec[0];
vec2[1] = vec[1];
vec2[2] = vec[2] + -1.0;
new Float: vecForward[3];
xs_vec_cross( vec, vec2, vecForward );
xs_vec_normalize(vecForward, vecForward);
new Float: org[3];
pev( Client, pev_origin, org );
/* Distance */
org[0] = ( vecForward[0] * 150.0 ) + org[0];
org[1] = ( vecForward[1] * 150.0 ) + org[1];
org[2] = ( vecForward[2] * 150.0 ) + org[2];
set_pev( Client, pev_origin, org );
Set Entity Origin Backward:
PHP:
new Float: vAng[3], Float: vec[3];
pev( Client, pev_v_angle, vAng );
angle_vector( vAng, 2, vec );
new Float: vec2[3];
/* Backward */
vec2[0] = vec[0];
vec2[1] = vec[1];
vec2[2] = vec[2] + 1.0;
new Float: vecBackward[3];
xs_vec_cross( vec, vec2, vecBackward );
xs_vec_normalize(vecBackward, vecBackward);
new Float: org[3];
pev( Client, pev_origin, org );
/* Distance */
org[0] = ( vecBackward[0] * 150.0 ) + org[0];
org[1] = ( vecBackward[1] * 150.0 ) + org[1];
org[2] = ( vecBackward[2] * 150.0 ) + org[2];
set_pev( Client, pev_origin, org );
Set Entity Origin Leftward:
PHP:
new Float: vAng[3], Float: vec[3];
pev( Client, pev_v_angle, vAng );
/* Leftward */
vAng[1] -= 90.0
angle_vector( vAng, 2, vec );
new Float: vec2[3];
vec2[0] = vec[0];
vec2[1] = vec[1];
vec2[2] = vec[2] + 1.0;
new Float: vecLeftward[3];
xs_vec_cross( vec, vec2, vecLeftward );
xs_vec_normalize(vecLeftward, vecLeftward);
new Float: org[3];
pev( Client, pev_origin, org );
org[0] = ( vecLeftward[0] * 150.0 ) + org[0];
org[1] = ( vecLeftward[1] * 150.0 ) + org[1];
org[2] = ( vecLeftward[2] * 150.0 ) + org[2];
set_pev( Client, pev_origin, org );
Set Entity Origin Rightward:
PHP:
new Float: vAng[3], Float: vec[3];
pev( Client, pev_v_angle, vAng );
/* Rightward */
vAng[1] += 90.0
angle_vector( vAng, 2, vec );
new Float: vec2[3];
vec2[0] = vec[0];
vec2[1] = vec[1];
vec2[2] = vec[2] + 1.0;
new Float: vecRightward[3];
xs_vec_cross( vec, vec2, vecRightward );
xs_vec_normalize(vecRightward, vecRightward);
new Float: org[3];
pev( Client, pev_origin, org );
org[0] = ( vecRightward[0] * 150.0 ) + org[0];
org[1] = ( vecRightward[1] * 150.0 ) + org[1];
org[2] = ( vecRightward[2] * 150.0 ) + org[2];
set_pev( Client, pev_origin, org );
Vertical Forward Rotation:
PHP:
public server_frame( )
{
if( !is_valid_ent( ent ) ) return;
new Float: ang[3], Float: vec[3];
pev( ent, pev_angles, ang );
/* Vertical Forward */
ang[0] += 1.0;// Speed
ang[2] = 180.0;
set_pev( ent, pev_angles, ang );
angle_vector( ang, 2, vec );
new Float: vec2[3];
vec2[0] = vec[0];
vec2[1] = vec[1] + 1.0;
vec2[2] = vec[2];
new Float: vecForward[3];
xs_vec_cross( vec, vec2, vecForward );
xs_vec_normalize( vecForward, vecForward );
/* The origin of the centre of the circle */
new Float: org[3];
pev( 1, pev_origin, org );
org[0] = ( vecForward[0] * 30.0 ) + org[0];// 30.0 = Radius
org[1] = ( vecForward[1] * 30.0 ) + org[1];
org[2] = ( vecForward[2] * 30.0 ) + org[2];
set_pev( ent, pev_origin, org );
}
Vertical Backward Rotation:
PHP:
public server_frame( )
{
if( !is_valid_ent( ent ) ) return;
new Float: ang[3], Float: vec[3];
pev( ent, pev_angles, ang );
/* Vertical Backward */
ang[0] -= 1.0;// Speed
ang[2] = 180.0;
set_pev( ent, pev_angles, ang );
angle_vector( ang, 2, vec );
new Float: vec2[3];
vec2[0] = vec[0];
vec2[1] = vec[1] + 1.0;
vec2[2] = vec[2];
new Float: vecBackward[3];
xs_vec_cross( vec, vec2, vecBackward );
xs_vec_normalize( vecBackward, vecBackward );
/* The origin of the centre of the circle */
new Float: org[3];
pev( 1, pev_origin, org );
org[0] = ( vecBackward[0] * 30.0 ) + org[0];// 30.0 = Radius
org[1] = ( vecBackward[1] * 30.0 ) + org[1];
org[2] = ( vecBackward[2] * 30.0 ) + org[2];
set_pev( ent, pev_origin, org );
}
Clockwise Plane Rotation:
PHP:
public server_frame( )
{
if( !is_valid_ent( ent ) ) return;
new Float: ang[3], Float: vec[3];
pev( ent, pev_angles, ang );
/* Clockwise */
ang[1] -= 1.0;// Speed
set_pev( ent, pev_angles, ang );
angle_vector( ang, 2, vec );
new Float: vec2[3];
vec2[0] = vec[0];
vec2[1] = vec[1];
vec2[2] = vec[2] + 1.0;
new Float: vecRightward[3];
xs_vec_cross( vec, vec2, vecRightward );
xs_vec_normalize( vecRightward, vecRightward );
/* The origin of the centre of the circle */
new Float: org[3];
pev( 1, pev_origin, org );
org[0] = ( vecRightward[0] * 30.0 ) + org[0];// 30.0 = Radius
org[1] = ( vecRightward[1] * 30.0 ) + org[1];
org[2] = ( vecRightward[2] * 30.0 ) + org[2];
set_pev( ent, pev_origin, org );
}
Anti-clockwise Plane Rotation:
PHP:
public server_frame( )
{
if( !is_valid_ent( ent ) ) return;
new Float: ang[3], Float: vec[3];
pev( ent, pev_angles, ang );
/* Anti-clockwise */
ang[1] += 1.0;// Speed
set_pev( ent, pev_angles, ang );
angle_vector( ang, 2, vec );
new Float: vec2[3];
vec2[0] = vec[0];
vec2[1] = vec[1];
vec2[2] = vec[2] + 1.0;
new Float: vecLeftward[3];
xs_vec_cross( vec, vec2, vecLeftward );
xs_vec_normalize( vecLeftward, vecLeftward );
/* The origin of the centre of the circle */
new Float: org[3];
pev( 1, pev_origin, org );
org[0] = ( vecLeftward[0] * 30.0 ) + org[0];// 30.0 = Radius
org[1] = ( vecLeftward[1] * 30.0 ) + org[1];
org[2] = ( vecLeftward[2] * 30.0 ) + org[2];
set_pev( ent, pev_origin, org );
}
Vertical Leftward Rotation:
PHP:
public server_frame( )
{
if( !is_valid_ent( ent ) ) return;
new Float: ang[3], Float: vec[3];
pev( ent, pev_angles, ang );
/* Vertical Leftward */
ang[1] = 180.0;// Speed
ang[2] += 1.0;
set_pev( ent, pev_angles, ang );
angle_vector( ang, 2, vec );
new Float: vec2[3];
vec2[0] = vec[0] + 1.0;
vec2[1] = vec[1];
vec2[2] = vec[2];
new Float: vecLeftward[3];
xs_vec_cross( vec, vec2, vecLeftward );
xs_vec_normalize( vecLeftward, vecLeftward );
/* The origin of the centre of the circle */
new Float: org[3];
pev( 1, pev_origin, org );
org[0] = ( vecLeftward[0] * 30.0 ) + org[0];// 30.0 = Radius
org[1] = ( vecLeftward[1] * 30.0 ) + org[1];
org[2] = ( vecLeftward[2] * 30.0 ) + org[2];
set_pev( ent, pev_origin, org );
}
Vertical Rightward Rotation:
PHP:
public server_frame( )
{
if( !is_valid_ent( ent ) ) return;
new Float: ang[3], Float: vec[3];
pev( ent, pev_angles, ang );
/* Vertical Righttward */
ang[1] = 180.0;// Speed
ang[2] -= 1.0;
set_pev( ent, pev_angles, ang );
angle_vector( ang, 2, vec );
new Float: vec2[3];
vec2[0] = vec[0] + 1.0;
vec2[1] = vec[1];
vec2[2] = vec[2];
new Float: vecRighttward[3];
xs_vec_cross( vec, vec2, vecRighttward );
xs_vec_normalize( vecRighttward, vecRighttward );
/* The origin of the centre of the circle */
new Float: org[3];
pev( 1, pev_origin, org );
org[0] = ( vecRighttward[0] * 30.0 ) + org[0];// 30.0 = Radius
org[1] = ( vecRighttward[1] * 30.0 ) + org[1];
org[2] = ( vecRighttward[2] * 30.0 ) + org[2];
set_pev( ent, pev_origin, org );
}