Lines Matching refs:drop_pt
1961 rain.back().drop_pt = vec3f(campos.x,campos.y,0); in tickStateGame()
1962 rain.back().drop_pt += camvel * RAIN_START_LIFE; in tickStateGame()
1963 rain.back().drop_pt += vec3f::rand() * RAIN_POS_RANDOM; in tickStateGame()
1964 rain.back().drop_pt.z = game->terrain->getHeight(rain.back().drop_pt.x, rain.back().drop_pt.y); in tickStateGame()
1966 if (game->water.enabled && rain.back().drop_pt.z < game->water.height) in tickStateGame()
1967 rain.back().drop_pt.z = game->water.height; in tickStateGame()
2001 snowfall.back().drop_pt = vec3f(campos.x,campos.y,0); in tickStateGame()
2002 snowfall.back().drop_pt += camvel * SNOWFALL_START_LIFE / 2; in tickStateGame()
2003 snowfall.back().drop_pt += vec3f::rand() * SNOWFALL_POS_RANDOM; in tickStateGame()
2004 …snowfall.back().drop_pt.z = game->terrain->getHeight(snowfall.back().drop_pt.x, snowfall.back().dr… in tickStateGame()
2006 if (game->water.enabled && snowfall.back().drop_pt.z < game->water.height) in tickStateGame()
2007 snowfall.back().drop_pt.z = game->water.height; in tickStateGame()