/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/events/event/actor/ |
H A D | e_event_actorshoot.cpp | 42 vec3_t muzzle, impact; in CL_ActorDoShootTime() local 88 static void CL_ActorGetMuzzle (const le_t* actor, vec3_t muzzle, shoot_types_t shootType) in CL_ActorGetMuzzle() 142 vec3_t muzzle, impact; in CL_ActorDoShoot() local
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H A D | e_event_actorthrow.cpp | 52 vec3_t muzzle, v0; in CL_ActorDoThrow() local
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/dports/games/openjk/OpenJK-07675e2/code/game/ |
H A D | AI_Sniper.cpp | 512 vec3_t muzzle, dir, angles; in Sniper_CheckFireState() local 560 vec3_t muzzle, target, angles, forward, right, up; in Sniper_FaceEnemy() local 768 vec3_t fwd, right, up, muzzle, end; in NPC_BSSniper_Attack() local
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H A D | NPC_combat.cpp | 1268 vec3_t muzzle; in ShotThroughGlass() local 1289 vec3_t muzzle; in CanShoot() local 2193 vec3_t muzzle; in NPC_ClearShot() local 2235 vec3_t muzzle; in NPC_ShotEntity() local 2345 vec3_t hitspot, muzzle, diff, enemy_org;//, enemy_head; in NPC_CheckCanAttack() local
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H A D | AI_Default.cpp | 523 vec3_t muzzle, dir, angles, org; in NPC_BSPointShoot() local
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H A D | NPC_behavior.cpp | 76 vec3_t hitspot, muzzle, diff, enemy_org, enemy_head; in NPC_BSAdvanceFight() local 676 vec3_t enemy_org, muzzle, delta, angleToEnemy; in NPC_BSFollowLeader_AttackEnemy() local
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H A D | AI_Sentry.cpp | 132 vec3_t muzzle; in Sentry_Fire() local
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H A D | AI_Seeker.cpp | 310 vec3_t dir, enemy_org, muzzle; in Seeker_Fire() local
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/dports/games/openjk/OpenJK-07675e2/codemp/game/ |
H A D | NPC_AI_Sniper.c | 488 vec3_t muzzle, dir, angles; in Sniper_CheckFireState() local 538 vec3_t muzzle, target, angles, forward, right, up; in Sniper_FaceEnemy() local 745 vec3_t fwd, right, up, muzzle, end; in NPC_BSSniper_Attack() local
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H A D | NPC_combat.c | 1101 vec3_t muzzle; in ShotThroughGlass() local 1122 vec3_t muzzle; in CanShoot() local 2078 vec3_t muzzle; in NPC_ClearShot() local 2120 vec3_t muzzle; in NPC_ShotEntity() local 2233 vec3_t hitspot, muzzle, diff, enemy_org;//, enemy_head; in NPC_CheckCanAttack() local
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H A D | NPC_AI_GalakMech.c | 508 vec3_t muzzle, dir, angles; in GM_CheckFireState() local 1051 vec3_t muzzle; in NPC_BSGM_Attack() local
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H A D | NPC_AI_Default.c | 517 vec3_t muzzle, dir, angles, org; in NPC_BSPointShoot() local
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H A D | NPC_behavior.c | 74 vec3_t hitspot, muzzle, diff, enemy_org, enemy_head; in NPC_BSAdvanceFight() local 643 vec3_t enemy_org, muzzle, delta, angleToEnemy; in NPC_BSFollowLeader() local
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H A D | NPC_AI_Sentry.c | 134 vec3_t muzzle; in Sentry_Fire() local
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H A D | NPC_AI_Seeker.c | 314 vec3_t dir, enemy_org, muzzle; in Seeker_Fire() local
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/dports/games/openjk/OpenJK-07675e2/codeJK2/game/ |
H A D | AI_Sniper.cpp | 487 vec3_t muzzle, dir, angles; in Sniper_CheckFireState() local 535 vec3_t muzzle, target, angles, forward, right, up; in Sniper_FaceEnemy() local 738 vec3_t fwd, right, up, muzzle, end; in NPC_BSSniper_Attack() local
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H A D | NPC_combat.cpp | 1040 vec3_t muzzle; in ShotThroughGlass() local 1061 vec3_t muzzle; in CanShoot() local 1973 vec3_t muzzle; in NPC_ClearShot() local 2015 vec3_t muzzle; in NPC_ShotEntity() local 2125 vec3_t hitspot, muzzle, diff, enemy_org;//, enemy_head; in NPC_CheckCanAttack() local
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H A D | AI_GalakMech.cpp | 494 vec3_t muzzle, dir, angles; in GM_CheckFireState() local 1017 vec3_t muzzle; in NPC_BSGM_Attack() local
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H A D | AI_Default.cpp | 527 vec3_t muzzle, dir, angles, org; in NPC_BSPointShoot() local
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H A D | NPC_behavior.cpp | 73 vec3_t hitspot, muzzle, diff, enemy_org, enemy_head; in NPC_BSAdvanceFight() local 647 vec3_t enemy_org, muzzle, delta, angleToEnemy; in NPC_BSFollowLeader() local
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H A D | AI_Seeker.cpp | 275 vec3_t dir, enemy_org, muzzle; in Seeker_Fire() local
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H A D | AI_Sentry.cpp | 132 vec3_t muzzle; in Sentry_Fire() local
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/dports/java/openjdk16/jdk16u-jdk-16.0.2-7-1/test/jdk/java/util/Arrays/ |
H A D | Correct.java | 36 import static org.testng.Assert.fail;
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/dports/games/openspades/openspades-0.1.3/Sources/Client/ |
H A D | Player.cpp | 545 Vector3 muzzle = GetEye(); in FireWeapon() local 790 Vector3 muzzle = GetEye() + GetFront() * 0.1f; in ThrowGrenade() local 821 Vector3 muzzle = GetEye(), dir = GetFront(); in DigWithSpade() local 861 Vector3 muzzle = GetEye(), dir = GetFront(); in UseSpade() local
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/dports/games/maxr/maxr-0.2.9/src/game/logic/ |
H A D | attackjob.cpp | 340 auto muzzle = createMuzzleFx (aggressor); in fire() local
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