/dports/games/openjk/OpenJK-07675e2/codeJK2/game/ |
H A D | g_breakable.cpp | 34 extern void CG_Chunks( int owner, vec3_t origin, const vec3_t normal, const vec3_t mins, const vec3… 177 CG_Chunks( self->s.number, org, dir, self->mins, self->maxs, 300, numChunks, chunkType, 0, scale ); in funcBBrushDieGo() 253 …CG_Chunks( self->s.number, org, dir, self->mins, self->maxs, 300, Q_irand( 1, 3 ), self->material,… in funcBBrushPain() 497 …CG_Chunks( self->s.number, dis, dir, self->absmin, self->absmax, 300, numChunks, self->material, s… in misc_model_breakable_die()
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/dports/games/openjk/OpenJK-07675e2/code/game/ |
H A D | g_breakable.cpp | 30 extern void CG_Chunks( int owner, vec3_t origin, const vec3_t normal, const vec3_t mins, const vec3… 178 …CG_Chunks( self->s.number, org, dir, self->absmin, self->absmax, 300, numChunks, chunkType, 0, sca… in funcBBrushDieGo() 253 …CG_Chunks( self->s.number, org, dir, self->absmin, self->absmax, 300, Q_irand( 1, 3 ), self->mater… in funcBBrushPain() 534 …CG_Chunks( self->s.number, dis, dir, self->absmin, self->absmax, 300, numChunks, self->material, s… in misc_model_breakable_die()
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/dports/games/openjk/OpenJK-07675e2/codeJK2/cgame/ |
H A D | cg_effects.cpp | 402 void CG_Chunks( int owner, vec3_t origin, const vec3_t normal, const vec3_t mins, const vec3_t maxs… in CG_Chunks() function
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H A D | cg_local.h | 821 void CG_Chunks( int owner, vec3_t origin, const vec3_t normal, const vec3_t min, const vec3_t maxs,
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/dports/games/openjk/OpenJK-07675e2/code/cgame/ |
H A D | cg_effects.cpp | 401 void CG_Chunks( int owner, vec3_t origin, const vec3_t normal, const vec3_t mins, const vec3_t maxs, in CG_Chunks() function
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/dports/games/openjk/OpenJK-07675e2/codemp/cgame/ |
H A D | cg_effects.c | 801 void CG_Chunks( int owner, vec3_t origin, const vec3_t normal, const vec3_t mins, const vec3_t maxs, in CG_Chunks() function
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H A D | cg_local.h | 1916 void CG_Chunks( int owner, vec3_t origin, const vec3_t normal, const vec3_t mins, const vec3_t maxs,
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H A D | cg_event.c | 3302 CG_Chunks(es->owner, es->origin, es->angles, es->origin2, es->angles2, es->speed, in CG_EntityEvent()
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