Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
noise.qh
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1#pragma once
2
3// noises "usually" start in the range -1..1
5classfield(Noise).float noise_baccum;
6classfield(Noise).float noise_paccum;
7classfield(Noise).float noise_paccum2;
8classfield(Noise).float noise_paccum3;
9classfield(Noise).float noise_bstate;
10
12float Noise_Brown(entity e, float dt)
13{
14 e.noise_baccum += random() * sqrt(dt); // same stddev for all dt
15 return e.noise_baccum;
16}
18float Noise_Pink(entity e, float dt)
19{
20 float f = dt * 60;
21 // http://home.earthlink.net/~ltrammell/tech/pinkalg.htm
22 if (random() > (0.3190 ** f)) e.noise_paccum = 0.34848 * (2 * random() - 1);
23 if (random() > (0.7756 ** f)) e.noise_paccum2 = 0.28768 * (2 * random() - 1);
24 if (random() > (0.9613 ** f)) e.noise_paccum3 = 0.43488 * (2 * random() - 1);
25 return e.noise_paccum + e.noise_paccum2 + e.noise_paccum3;
26}
28float Noise_White(entity e, float dt)
29{
30 return random() * 2 - 1;
31}
32
34float Noise_Burst(entity e, float dt, float p)
35{
36 if (random() > (p ** dt)) e.noise_bstate = !e.noise_bstate;
37 return 2 * e.noise_bstate - 1;
38}
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define ERASEABLE
Definition _all.inc:37
float random(void)
float sqrt(float f)
ERASEABLE float Noise_Pink(entity e, float dt)
Definition noise.qh:18
ERASEABLE float Noise_Brown(entity e, float dt)
Definition noise.qh:12
ERASEABLE float Noise_Burst(entity e, float dt, float p)
+1 or -1
Definition noise.qh:34
ERASEABLE float Noise_White(entity e, float dt)
Definition noise.qh:28
#define entityclass(...)
Definition oo.qh:52
#define classfield(name)
Definition oo.qh:57