-- [ Picked text/plain from multipart/alternative ] Vector v1 = Player1->GetAbsOrigin() Vector v2 = Player2->GetAbsOrigin()
Vector v3 = v2 - v1 v3 is now the vector between the two, v3.Distance() would return the distance between them v3.NormalizeInPlace() v3 is now the normal between the two v1 = v1 + (v3 * 128) v2 = v2 - (v3 * 128) That moves the players 128 units in the opposite direction (I might have got it the wrong way around). then it's just a case of Player1->SetAbsOrigin( v1 ) etc I think that makes sense anyway.. On 4/17/06, Jay C. <[EMAIL PROTECTED]> wrote: > > Hey folks. > > Given two Vectors, if they are in too close a proximity, I want to move > one > of them away from the other one. > I can already check if they are too close, it's the trig side of finding > out > how to move them directly away from one another that I can't get my head > around. > > Vector vecDir = pInflictor->WorldSpaceCenter() - > pVictim->WorldSpaceCenter(); > > Looks like a likely candidate but I'm unsure. > > If anyone could think of anything off hand I'd appreciate it. > > Thanks in advance. > > - Jason Croghan > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

