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#include "random.qh"
4
5// noises "usually" start in the range -1..1
7classfield(Noise).float noise_baccum;
8classfield(Noise).float noise_paccum;
9classfield(Noise).float noise_paccum2;
10classfield(Noise).float noise_paccum3;
11classfield(Noise).float noise_bstate;
12
14float Noise_Brown(entity e, float dt)
15{
16 e.noise_baccum += random() * sqrt(dt); // same stddev for all dt
17 return e.noise_baccum;
18}
20float Noise_Pink(entity e, float dt)
21{
22 float f = dt * 60;
23 // http://home.earthlink.net/~ltrammell/tech/pinkalg.htm
24 if (random() > (0.3190 ** f)) e.noise_paccum = 0.34848 * crandom();
25 if (random() > (0.7756 ** f)) e.noise_paccum2 = 0.28768 * crandom();
26 if (random() > (0.9613 ** f)) e.noise_paccum3 = 0.43488 * crandom();
27 return e.noise_paccum + e.noise_paccum2 + e.noise_paccum3;
28}
30float Noise_White(entity e, float dt)
31{
32 return random() * 2 - 1;
33}
34
36float Noise_Burst(entity e, float dt, float p)
37{
38 if (random() > (p ** dt))
39 e.noise_bstate = !e.noise_bstate;
40 return 2 * e.noise_bstate - 1;
41}
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:20
ERASEABLE float Noise_Brown(entity e, float dt)
Definition noise.qh:14
ERASEABLE float Noise_Burst(entity e, float dt, float p)
+1 or -1
Definition noise.qh:36
ERASEABLE float Noise_White(entity e, float dt)
Definition noise.qh:30
#define entityclass(...)
Definition oo.qh:51
#define classfield(name)
Definition oo.qh:56
#define crandom()
Returns a random number between -1.0 and 1.0.
Definition random.qh:32