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makevectors
From Quake Wiki
void makevectors(vector angs)
Usage
Takes the passed angles and converts them into its three local axes i.e. its 3D rotation matrix. These axes are stored in the v_forward, v_right, and v_up globals. v_forward points in the direction of the angles, v_right points 90 degrees to the right of v_forward, and v_up points 90 degrees above v_forward. This is useful if you need to offset relative to an angle e.g. in the direction an entity is facing.
Warning: A bug exists with vectoangles()
where the pitch is not negated correctly. If you pass the results of this function or the angles field of an entity, the pitch (the x value) must be negated first.
Parameters
- angs
- The angles that will be used to generate the axes as (pitch, yaw, roll).
Example
// Get the axes in the direction the player is looking makevectors(player.v_angle); // Offset 1024 map units in the direction the player is looking traceline(player.origin, player.origin + v_forward*1024, 0, player);