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