/dports/games/spring/spring_98.0/rts/Game/ |
H A D | FPSUnitController.cpp | 53 …float hitDist = TraceRay::TraceRay(pos, viewDir, controllee->maxRange, Collision::NOCLOAKED, contr… in Update() local
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H A D | TraceRay.cpp | 390 const float hitDist = cq.GetHitPosDist(start, dir); in GuiTraceRay() local
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/dports/cad/kicad-devel/kicad-a17a58203b33e08b966075833b177dad5740c236/3d-viewer/3d_rendering/raytracing/shapes2D/ |
H A D | layer_item_2d.cpp | 116 float hitDist; in Intersect() local
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/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/angle/third_party/VK-GL-CTS/src/framework/referencerenderer/ |
H A D | rrRenderer.cpp | 292 const ClipFloat hitDist = plane.clipLineSegmentEnd(inside.position, outside.position); in clipTriangleOneVertex() local 316 const ClipFloat hitDist = plane.clipLineSegmentEnd(inside.position, outside.position); in clipTriangleOneVertex() local 367 const ClipFloat hitDist = plane.clipLineSegmentEnd(inside.position, outside.position); in clipTriangleTwoVertices() local 391 const ClipFloat hitDist = plane.clipLineSegmentEnd(inside.position, outside.position); in clipTriangleTwoVertices() local
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/dports/games/iortcw/iortcw-1.51c/MP/code/cgame/ |
H A D | cg_effects.c | 1176 float hitDist; // the actual distance of the trace impact (0 is no hit) in CG_Spotlight() local
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/dports/games/iortcw/iortcw-1.51c/SP/code/cgame/ |
H A D | cg_effects.c | 1305 float hitDist; // the actual distance of the trace impact (0 is no hit) in CG_Spotlight() local
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/dports/games/bzflag-server/bzflag-2.4.22/src/game/ |
H A D | Intersect.cxx | 988 const float hitDist = o[a] + (useTime * v[a]); in testRayHitsAxisBox() local
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/dports/games/bzflag/bzflag-2.4.22/src/game/ |
H A D | Intersect.cxx | 988 const float hitDist = o[a] + (useTime * v[a]); in testRayHitsAxisBox() local
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/ |
H A D | gameexec.cpp | 322 int const hitDist = klabs(hit.pos.x-pSprite->x) + klabs(hit.pos.y-pSprite->y); in A_GetFurthestAngle() local
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H A D | actors.cpp | 1908 int hitDist = A_CheckHitSprite(spriteNum, &hitSprite); in G_MoveStandables() local 1985 int hitDist = A_CheckHitSprite(spriteNum, NULL); in G_MoveStandables() local
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/dports/graphics/urho3d/Urho3D-1.7.1/Source/Urho3D/Navigation/ |
H A D | NavigationMesh.cpp | 803 float hitDist = radius; in GetDistanceToWall() local
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/dports/games/NBlood/NBlood-a1689a4/source/blood/src/ |
H A D | player.cpp | 1251 int hitDist = approxDist(pSprite->x-gHitInfo.hitx, pSprite->y-gHitInfo.hity)>>4; in ActionScan() local
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/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | actors.cpp | 2144 int32_t hitDist = A_CheckHitSprite(spriteNum, &hitSprite); in G_MoveStandables() local 2211 int32_t const hitDist = A_CheckHitSprite(spriteNum, NULL); in G_MoveStandables() local
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H A D | gameexec.cpp | 312 int const hitDist = klabs(hit.pos.x-pSprite->x) + klabs(hit.pos.y-pSprite->y); in A_GetFurthestAngle() local
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/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Detour/source/ |
H A D | DetourNavMeshQuery.cpp | 3137 float* hitDist, float* hitPos, float* hitNormal) const in findDistanceToWall()
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/dports/graphics/recastnavigation/recastnavigation-e75adf86f91eb3082220085e42dda62679f9a3ea/Detour/Source/ |
H A D | DetourNavMeshQuery.cpp | 3461 float* hitDist, float* hitPos, float* hitNormal) const in findDistanceToWall()
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