Math#

vector AngleNormalize(vector v)#
vector CalcRelativeVector(vector a, vector b)#
vector CalcRelativeAngles(vector a, vector b)#
bool BoxIntersectsBox(vector mins1, vector maxs1, vector mins2, vector maxs2)#
float clamp(number a, number b, number c)#
float Interpolate(number startTime, number moveTime, number easeIn, number easeOut)#

Interpolate with cubic hermite during ease-in and ease-out times

vector LerpVector(vector vecFrom, vector vecTo, float percent)#

Lineraly interpolate between two vectors

vector GetRandom3DPointIn2DCircle(number radius, var base3D_or_null)#

Get a random 2d point in a circle, as a 3d point, with optional 3d base

float Graph(number a, number b, number c, number d, number e)#
float GraphCapped(number a, number b, number c, number d, number e)#
vector GraphCappedVector(number a, number b, number c, vector d, vector e)#
float Smooth01(float f, int i)#
var SmoothCD(number a, number b, number c, number d, number e)#
var SmoothCDVector(vector a, vector b, vector c, number d, number e)#
vector GetApproxClosestHitboxToRay(entity ent, vector v1, vector v2)#