MathΒΆ
vector AngleNormalize( vector v )
vector CalcRelativeVector( vector a, vector b )
vector CalcRelativeAngles( vector a, vector b )
bool BoxIntersectsBox( vector mins1, vector maxs1, vector mins2, vector maxs2 )
float clamp( number a, number b, number c )
float Interpolate( number startTime, number moveTime, number easeIn, number easeOut )
Interpolate with cubic hermite during ease-in and ease-out times
vector LerpVector( vector vecFrom, vector vecTo, float percent )
Lineraly interpolate between two vectors
vector GetRandom3DPointIn2DCircle( number radius, var base3D_or_null )
Get a random 2d point in a circle, as a 3d point, with optional 3d base
float Graph( number a, number b, number c, number d, number e )
float GraphCapped( number a, number b, number c, number d, number e )
vector GraphCappedVector( number a, number b, number c, vector d, vector e )
float Smooth01( float f, int i )
var SmoothCD( number a, number b, number c, number d, number e )
var SmoothCDVector( vector a, vector b, vector c, number d, number e )
vector GetApproxClosestHitboxToRay( entity ent, vector v1, vector v2 )