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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 )