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authornavewindre <nw@moneybot.cc>2023-11-13 14:28:08 +0100
committernavewindre <nw@moneybot.cc>2023-11-13 14:28:08 +0100
commitda518fdc0f32839730ccdee8098b59c6f842d93f (patch)
treed6f856a6148c0b4d5819f88f068b7287b8044513 /sourcemod-1.5-dev/scripting/include/float.inc
parentbc678b10830cdaef64bcc592ca2524ebe0fcdc45 (diff)
ya
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+/**
+ * vim: set ts=4 :
+ * =============================================================================
+ * SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
+ * =============================================================================
+ *
+ * This file is part of the SourceMod/SourcePawn SDK.
+ *
+ * This program is free software; you can redistribute it and/or modify it under
+ * the terms of the GNU General Public License, version 3.0, as published by the
+ * Free Software Foundation.
+ *
+ * This program is distributed in the hope that it will be useful, but WITHOUT
+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+ * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
+ * details.
+ *
+ * You should have received a copy of the GNU General Public License along with
+ * this program. If not, see <http://www.gnu.org/licenses/>.
+ *
+ * As a special exception, AlliedModders LLC gives you permission to link the
+ * code of this program (as well as its derivative works) to "Half-Life 2," the
+ * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
+ * by the Valve Corporation. You must obey the GNU General Public License in
+ * all respects for all other code used. Additionally, AlliedModders LLC grants
+ * this exception to all derivative works. AlliedModders LLC defines further
+ * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
+ * or <http://www.sourcemod.net/license.php>.
+ *
+ * Version: $Id$
+ */
+
+#if defined _float_included
+ #endinput
+#endif
+#define _float_included
+
+/**
+ * Converts an integer into a floating point value.
+ *
+ * @param value Integer to convert.
+ * @return Floating point value.
+ */
+native Float:float(value);
+
+/**
+ * Multiplies two floats together.
+ *
+ * @param oper1 First value.
+ * @param oper2 Second value.
+ * @return oper1*oper2.
+ */
+native Float:FloatMul(Float:oper1, Float:oper2);
+
+/**
+ * Divides the dividend by the divisor.
+ *
+ * @param dividend First value.
+ * @param divisor Second value.
+ * @return dividend/divisor.
+ */
+native Float:FloatDiv(Float:dividend, Float:divisor);
+
+/**
+ * Adds two floats together.
+ *
+ * @param oper1 First value.
+ * @param oper2 Second value.
+ * @return oper1+oper2.
+ */
+native Float:FloatAdd(Float:oper1, Float:oper2);
+
+/**
+ * Subtracts oper2 from oper1.
+ *
+ * @param oper1 First value.
+ * @param oper2 Second value.
+ * @return oper1-oper2.
+ */
+native Float:FloatSub(Float:oper1, Float:oper2);
+
+/**
+ * Returns the decimal part of a float.
+ *
+ * @param value Input value.
+ * @return Decimal part.
+ */
+native Float:FloatFraction(Float:value);
+
+/**
+ * Rounds a float to the closest integer to zero.
+ *
+ * @param value Input value to be rounded.
+ * @return Rounded value.
+ */
+native RoundToZero(Float:value);
+
+/**
+ * Rounds a float to the next highest integer value.
+ *
+ * @param value Input value to be rounded.
+ * @return Rounded value.
+ */
+native RoundToCeil(Float:value);
+
+/**
+ * Rounds a float to the next lowest integer value.
+ *
+ * @param value Input value to be rounded.
+ * @return Rounded value.
+ */
+native RoundToFloor(Float:value);
+
+/**
+ * Standard IEEE rounding.
+ *
+ * @param value Input value to be rounded.
+ * @return Rounded value.
+ */
+native RoundToNearest(Float:value);
+
+/**
+ * Compares two floats.
+ *
+ * @param fOne First value.
+ * @param fTwo Second value.
+ * @return Returns 1 if the first argument is greater than the second argument.
+ * Returns -1 if the first argument is smaller than the second argument.
+ * Returns 0 if both arguments are equal.
+ */
+native FloatCompare(Float:fOne, Float:fTwo);
+
+/**
+ * Returns the square root of the input value, equivalent to floatpower(value, 0.5).
+ *
+ * @param value Input value.
+ * @return Square root of the value.
+ */
+native Float:SquareRoot(Float:value);
+
+/**
+ * Returns the value raised to the power of the exponent.
+ *
+ * @param value Value to be raised.
+ * @param exponent Value to raise the base.
+ * @return value^exponent.
+ */
+native Float:Pow(Float:value, Float:exponent);
+
+/**
+ * Returns the value of raising the input by e.
+ *
+ * @param value Input value.
+ * @return exp(value).
+ */
+native Float:Exponential(Float:value);
+
+/**
+ * Returns the logarithm of any base specified.
+ *
+ * @param value Input value.
+ * @param base Logarithm base to use, default is 10.
+ * @return log(value)/log(base).
+ */
+native Float:Logarithm(Float:value, Float:base=10.0);
+
+/**
+ * Returns the sine of the argument.
+ *
+ * @param value Input value in radians.
+ * @return sin(value).
+ */
+native Float:Sine(Float:value);
+
+/**
+ * Returns the cosine of the argument.
+ *
+ * @param value Input value in radians.
+ * @return cos(value).
+ */
+native Float:Cosine(Float:value);
+
+/**
+ * Returns the tangent of the argument.
+ *
+ * @param value Input value in radians.
+ * @return tan(value).
+ */
+native Float:Tangent(Float:value);
+
+/**
+ * Returns an absolute value.
+ *
+ * @param value Input value.
+ * @return Absolute value of the input.
+ */
+native Float:FloatAbs(Float:value);
+
+/**
+ * Returns the arctangent of the input value.
+ *
+ * @param angle Input value.
+ * @return atan(value) in radians.
+ */
+native Float:ArcTangent(Float:angle);
+
+/**
+ * Returns the arccosine of the input value.
+ *
+ * @param angle Input value.
+ * @return acos(value) in radians.
+ */
+native Float:ArcCosine(Float:angle);
+
+/**
+ * Returns the arcsine of the input value.
+ *
+ * @param angle Input value.
+ * @return asin(value) in radians.
+ */
+native Float:ArcSine(Float:angle);
+
+/**
+ * Returns the arctangent2 of the input values.
+ *
+ * @param x Horizontal value.
+ * @param y Vertical value.
+ * @return atan2(value) in radians.
+ */
+native Float:ArcTangent2(Float:x, Float:y);
+
+/**
+ * Rounds a floating point number using the "round to nearest" algorithm.
+ *
+ * @param value Floating point value to round.
+ * @return The value rounded to the nearest integer.
+ */
+stock RoundFloat(Float:value)
+{
+ return RoundToNearest(value);
+}
+
+/**
+ * User defined operators.
+ *
+ */
+#pragma rational Float
+
+native bool:__FLOAT_GT__(Float:a, Float:b);
+native bool:__FLOAT_GE__(Float:a, Float:b);
+native bool:__FLOAT_LT__(Float:a, Float:b);
+native bool:__FLOAT_LE__(Float:a, Float:b);
+native bool:__FLOAT_EQ__(Float:a, Float:b);
+native bool:__FLOAT_NE__(Float:a, Float:b);
+native bool:__FLOAT_NOT__(Float:a);
+
+native Float:operator*(Float:oper1, Float:oper2) = FloatMul;
+native Float:operator/(Float:oper1, Float:oper2) = FloatDiv;
+native Float:operator+(Float:oper1, Float:oper2) = FloatAdd;
+native Float:operator-(Float:oper1, Float:oper2) = FloatSub;
+native bool:operator!(Float:oper1) = __FLOAT_NOT__;
+native bool:operator>(Float:oper1, Float:oper2) = __FLOAT_GT__;
+native bool:operator>=(Float:oper1, Float:oper2) = __FLOAT_GE__;
+native bool:operator<(Float:oper1, Float:oper2) = __FLOAT_LT__;
+native bool:operator<=(Float:oper1, Float:oper2) = __FLOAT_LE__;
+native bool:operator!=(Float:oper1, Float:oper2) = __FLOAT_NE__;
+native bool:operator==(Float:oper1, Float:oper2) = __FLOAT_EQ__;
+
+stock Float:operator++(Float:oper)
+{
+ return oper+1.0;
+}
+
+stock Float:operator--(Float:oper)
+{
+ return oper-1.0;
+}
+
+stock Float:operator-(Float:oper)
+{
+ return oper^Float:cellmin; /* IEEE values are sign/magnitude */
+}
+
+stock Float:operator*(Float:oper1, oper2)
+{
+ return FloatMul(oper1, float(oper2)); /* "*" is commutative */
+}
+
+stock Float:operator/(Float:oper1, oper2)
+{
+ return FloatDiv(oper1, float(oper2));
+}
+
+stock Float:operator/(oper1, Float:oper2)
+{
+ return FloatDiv(float(oper1), oper2);
+}
+
+stock Float:operator+(Float:oper1, oper2)
+{
+ return FloatAdd(oper1, float(oper2)); /* "+" is commutative */
+}
+
+stock Float:operator-(Float:oper1, oper2)
+{
+ return FloatSub(oper1, float(oper2));
+}
+
+stock Float:operator-(oper1, Float:oper2)
+{
+ return FloatSub(float(oper1), oper2);
+}
+
+stock bool:operator==(Float:oper1, oper2)
+{
+ return __FLOAT_EQ__(oper1, float(oper2));
+}
+
+stock bool:operator!=(Float:oper1, oper2)
+{
+ return __FLOAT_NE__(oper1, float(oper2));
+}
+
+stock bool:operator>(Float:oper1, oper2)
+{
+ return __FLOAT_GT__(oper1, float(oper2));
+}
+
+stock bool:operator>(oper1, Float:oper2)
+{
+ return __FLOAT_GT__(float(oper1), oper2);
+}
+
+stock bool:operator>=(Float:oper1, oper2)
+{
+ return __FLOAT_GE__(oper1, float(oper2));
+}
+
+stock bool:operator>=(oper1, Float:oper2)
+{
+ return __FLOAT_GE__(float(oper1), oper2);
+}
+
+stock bool:operator<(Float:oper1, oper2)
+{
+ return __FLOAT_LT__(oper1, float(oper2));
+}
+
+stock bool:operator<(oper1, Float:oper2)
+{
+ return __FLOAT_LT__(float(oper1), oper2);
+}
+
+stock bool:operator<=(Float:oper1, oper2)
+{
+ return __FLOAT_LE__(oper1, float(oper2));
+}
+
+stock bool:operator<=(oper1, Float:oper2)
+{
+ return __FLOAT_LE__(float(oper1), oper2);
+}
+
+/**
+ * Forbidden operators.
+ *
+ */
+forward operator%(Float:oper1, Float:oper2);
+forward operator%(Float:oper1, oper2);
+forward operator%(oper1, Float:oper2);
+
+#define FLOAT_PI 3.1415926535897932384626433832795
+
+/**
+ * Converts degrees to radians.
+ *
+ * @param angle Degrees.
+ * @return Radians.
+ */
+stock Float:DegToRad(Float:angle)
+{
+ return (angle*FLOAT_PI)/180;
+}
+
+/**
+ * Converts degrees to radians.
+ *
+ * @param angle Radians.
+ * @return Degrees.
+ */
+stock Float:RadToDeg(Float:angle)
+{
+ return (angle*180)/FLOAT_PI;
+}
+
+/**
+ * Returns a random integer in the range [0, 2^31-1].
+ *
+ * Note: Uniform random number streams are seeded automatically per-plugin.
+ *
+ * @return Random integer.
+ */
+native GetURandomInt();
+
+/**
+ * Returns a uniform random float in the range [0, 1).
+ *
+ * Note: Uniform random number streams are seeded automatically per-plugin.
+ *
+ * @return Uniform random floating-point number.
+ */
+native Float:GetURandomFloat();
+
+/**
+ * Seeds a plugin's uniform random number stream. This is done automatically,
+ * so normally it is totally unnecessary to call this.
+ *
+ * @param seeds Array of numbers to use as seeding data.
+ * @param numSeeds Number of seeds in the seeds array.
+ * @noreturn
+ */
+native SetURandomSeed(const seeds[], numSeeds);
+
+/**
+ * Seeds a plugin's uniform random number stream. This is done automatically,
+ * so normally it is totally unnecessary to call this.
+ *
+ * @param seed Single seed value.
+ * @noreturn
+ */
+stock SetURandomSeedSimple(seed)
+{
+ new seeds[1];
+ seeds[0] = seed;
+ SetURandomSeed(seeds, 1);
+}
+