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Searched refs:GAME_SPEED (Results 1 – 25 of 94) sorted by relevance

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/dports/games/apricots/apricots-0.2.6/apricots/
H A Ddrak.cpp48 toplaser.time = int(2/GAME_SPEED); in fire_laser()
55 midlaser.time = int(2/GAME_SPEED); in fire_laser()
62 endlaser.time = int(2/GAME_SPEED); in fire_laser()
110 shell.time = int(40/GAME_SPEED); in drakgunshoot()
112 drakgun.reload = int(5/GAME_SPEED); in drakgunshoot()
266 g.drakms.xs = dlimit(g.drakms.xs - 0.5 * GAME_SPEED * GAME_SPEED, in drak_main()
269 g.drakms.xs = dlimit(g.drakms.xs + 0.5 * GAME_SPEED * GAME_SPEED, in drak_main()
284 g.drakms.xs = dlimit(g.drakms.xs + 0.5 * GAME_SPEED * GAME_SPEED * sign(dx), in drak_main()
285 -4.0 * GAME_SPEED, 4.0 * GAME_SPEED); in drak_main()
289 g.drakms.xs = dlimit(g.drakms.xs - 0.5 * GAME_SPEED * GAME_SPEED, in drak_main()
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H A Dgame.cpp95 g.p().s = 0.3*GAME_SPEED*GAME_SPEED; in act()
106 g.p().s = dlimit(g.p().s + 0.3*GAME_SPEED*GAME_SPEED, 0.0, in act()
141 double acceleration = g.accel[g.p().d] * GAME_SPEED * GAME_SPEED; in act()
144 acceleration += 0.3*GAME_SPEED*GAME_SPEED; in act()
148 acceleration -= 0.3*GAME_SPEED*GAME_SPEED; in act()
239 g.p().ys += 0.1 * GAME_SPEED * GAME_SPEED; in act()
240 if (fabs(g.p().xs) > 0.02 * GAME_SPEED * GAME_SPEED){ in act()
245 g.p().s = dlimit(g.p().ys, 3.0*GAME_SPEED, 6.0*GAME_SPEED); in act()
260 g.p().ys += 0.1 * GAME_SPEED * GAME_SPEED; in act()
261 if (fabs(g.p().xs) > 0.02 * GAME_SPEED * GAME_SPEED){ in act()
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H A Dall.cpp63 smoke().y = smoke().y - (2.0*GAME_SPEED); in animate_smoke()
100 maxtime = int(14/GAME_SPEED); in animate_explosions()
103 maxtime = int(22/GAME_SPEED); in animate_explosions()
106 maxtime = int(4/GAME_SPEED); in animate_explosions()
109 maxtime = int(20/GAME_SPEED); in animate_explosions()
112 maxtime = int(5/GAME_SPEED); in animate_explosions()
250 g.fall().ys += 0.1 * GAME_SPEED * GAME_SPEED; in move_falls()
301 shell.xs = 8.0*xmove[d]*GAME_SPEED; in gunshoot()
302 shell.ys = 8.0*ymove[d]*GAME_SPEED; in gunshoot()
304 shell.time = int(40/GAME_SPEED); in gunshoot()
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H A Dai.cpp52 if (p.s > 5.0 * GAME_SPEED){ in computer_ai()
64 double dx = p.x - g.drakms.x + (p.xs - g.drakms.xs)*4.0/GAME_SPEED; in computer_ai()
159 if (p.targety == int(200/GAME_SPEED)) p.targetx = -10; in computer_ai()
223 if (p.s < 4.0 * GAME_SPEED) jx = -1; in computer_ai()
239 if (p.s < 4.0 * GAME_SPEED) jx = 1; in computer_ai()
261 if ((p.d == 9) && (p.s > 3.0 * GAME_SPEED)) p.coms = 0; in computer_ai()
323 if ((p.burner) && (p.s < 5.0 * GAME_SPEED)) jy = -1; in computer_ai()
331 double a = (p.ys + 2.0*GAME_SPEED)*(p.ys + 2.0*GAME_SPEED) in computer_ai()
332 - (ry*0.2) * GAME_SPEED * GAME_SPEED; in computer_ai()
334 … if (abs(int(rx + p.xs*10.0/(GAME_SPEED*GAME_SPEED)*(-p.ys-2.0*GAME_SPEED+sqrt(a)))) < 6) jy = 1; in computer_ai()
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H A Dcollide.cpp27 g.p().xs = 2.0 * g.xmove[g.p().d] * GAME_SPEED; in detect_collisions()
28 g.p().s = 2.0 * GAME_SPEED; in detect_collisions()
68 fire.time = int(210/GAME_SPEED); in detect_collisions()
115 shrapnel.xs = (2.0*drand() - 1.0) * GAME_SPEED; in detect_collisions()
116 shrapnel.ys = (-2.0*drand()) * GAME_SPEED; in detect_collisions()
353 fire.time = int(drand()*10.0*GAME_SPEED); in killbuilding()
356 fire.time = int(drand()*10.0*GAME_SPEED); in killbuilding()
418 shrapnel.xs = (2.0*drand() - 1.0) * GAME_SPEED; in killtower()
419 shrapnel.ys = (-1.5*drand() - 1.5) * GAME_SPEED; in killtower()
438 shrapnel.xs = (2.0*drand() - 1.0) * GAME_SPEED; in killtower()
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H A Dapricots.h37 const double GAME_SPEED = 0.5; variable
383 122, 0, int(3/GAME_SPEED)-1,
387 76, 0, int(2/GAME_SPEED)-1,
391 174, 0, int(4/GAME_SPEED)-1,
394 const plane DRAK_FIGHTER = {0.0, 0.0, 0.0, 2.0*GAME_SPEED, 2.0*GAME_SPEED, 9, 0, 2, 1, 0, 0, 0,
395 259, 0, int(1/GAME_SPEED)-1,
402 const drakmstype DRAKMSINIT = {0.0, -32.0, 0.0, 0, 0, 0, 0, int(200/GAME_SPEED), true, true, 0, 0,
H A Ddrawall.cpp80 g.images[94+int(g.flame().time/5*GAME_SPEED)%3] in drawblits()
87 g.images[97+int(g.smoke().time/7*GAME_SPEED)] in drawblits()
96 g.images[101+int(g.explosion().time/2*GAME_SPEED)] in drawblits()
100 g.images[247+int(g.explosion().time/2*GAME_SPEED)] in drawblits()
104 g.images[231+int(g.explosion().time*GAME_SPEED)] in drawblits()
108 g.images[204+int(g.explosion().time/2*GAME_SPEED)] in drawblits()
112 g.images[214+int(g.explosion().time*GAME_SPEED)] in drawblits()
/dports/games/luola/luola-1.3.2/src/
H A Dweapon.c184 set_fuse(p,0.63 * GAME_SPEED); in drop_magmine()
193 set_fuse(p,0.63 * GAME_SPEED); in drop_mine()
203 set_fuse(p,0.63 * GAME_SPEED); in drop_divmine()
320 static const double energy = 1.0/(3*GAME_SPEED); in fire_watergun()
338 p->life = 0.9*GAME_SPEED; in fire_flamethrower()
356 ship->no_power = 2*GAME_SPEED; in fire_emp()
397 {"Cannon", 0.1*GAME_SPEED, fire_cannon},
398 {"Sweeping shot", 0.1*GAME_SPEED, fire_sweep},
400 {"Wide triple shot", 0.33*GAME_SPEED, fire_wtriple},
401 {"Quad shot", 0.23*GAME_SPEED, fire_quad},
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H A Ddemo.c152 if(delay >= GAME_SPEED) in fade_to_black()
155 delay=GAME_SPEED-delay; in fade_to_black()
182 if(delay >= GAME_SPEED) in fade_from_black()
185 delay=GAME_SPEED-delay; in fade_from_black()
H A Dbullet.c40 #define DIVIDINGMINE_RAND (2*GAME_SPEED)
585 mush->timer = 0.3*GAME_SPEED; in drop_grenade()
685 p->life = 0.8*GAME_SPEED; in make_firestarter()
830 p->life = 0.16 * GAME_SPEED; in make_plastique()
913 p->timer = 0.6*GAME_SPEED; in make_mirv()
930 p->timer = 0.3*GAME_SPEED; in make_mush()
945 p->timer = 1*GAME_SPEED; in make_boomerang()
968 p->timer = 1.1 * GAME_SPEED; in make_ember()
1022 p->life = 0.43*GAME_SPEED; in make_emwave()
1046 p->life = 61*GAME_SPEED; in make_gwell()
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H A Dphysics.h29 #define GAME_SPEED (1000/30) /* Speed of the game. (1000/FPS) */ macro
30 #define GRAVITY (8.0/GAME_SPEED)
H A Dcritter.c277 critter->timer = 2*GAME_SPEED + rand()%(5*GAME_SPEED); in ac_searchtarget()
369 soldier->cooloff = 0.15*GAME_SPEED; in soldier_animate()
371 soldier->cooloff = 0.7*GAME_SPEED; in soldier_animate()
393 hc->cooloff = 0.7*GAME_SPEED; in helicopter_animate()
469 bat->timer = 2*GAME_SPEED + rand()%(2*GAME_SPEED); in bat_animate()
906 critter->cornered -= 1.0/GAME_SPEED; in animate_critters()
/dports/games/spring/spring_98.0/rts/Sim/MoveTypes/
H A DMoveType.cpp44 maxSpeed(owner? owner->unitDef->speed / GAME_SPEED : 0.0f), in CR_BIND_DERIVED_INTERFACE()
45 maxSpeedDef(owner? owner->unitDef->speed / GAME_SPEED : 0.0f), in CR_BIND_DERIVED_INTERFACE()
46 maxWantedSpeed(owner? owner->unitDef->speed / GAME_SPEED : 0.0f), in CR_BIND_DERIVED_INTERFACE()
152 SetMaxSpeed((*reinterpret_cast<float*>(memberValue)) / GAME_SPEED); in SetMemberValue()
156 SetWantedMaxSpeed((*reinterpret_cast<float*>(memberValue)) / GAME_SPEED); in SetMemberValue()
H A DAAirMoveType.cpp227 …el = std::max(0.0f, owner->currentFuel - (float(gs->frameNum - lastFuelUpdateFrame) / GAME_SPEED)); in UpdateFuel()
403 owner->AddBuildPower(airBase, airBase->unitDef->buildSpeed / GAME_SPEED); in MoveToRepairPad()
405 owner->currentFuel += (owner->unitDef->maxFuel / (GAME_SPEED * owner->unitDef->refuelTime)); in MoveToRepairPad()
H A DMoveDefHandler.cpp175 , heatProduced(GAME_SPEED) in MoveDef()
252 heatMod = moveDefTable.GetFloat("heatMod", (1.0f / (GAME_SPEED * 2)) * 0.25f); in MoveDef()
263 heatProduced = moveDefTable.GetInt("heatProduced", GAME_SPEED * 2); in MoveDef()
/dports/games/spring/spring_98.0/rts/Game/
H A DBenchmark.cpp25 int CBenchmark::endFrame = 5 * 60 * GAME_SPEED;
66 if (gameFrame == 0 && (startFrame - 45 * GAME_SPEED > 0)) { in GameFrame()
73 if (gameFrame == (startFrame - 45 * GAME_SPEED)) { in GameFrame()
84 gameSpeed[gameFrame] = GAME_SPEED * gs->wantedSpeedFactor; in GameFrame()
H A DTraceRay.cpp59 …ddLine(expPos3D - (UpVector * expPos3D.dot(UpVector)), expPos3D, 3, 1, GAME_SPEED), 1.0f, 0.0f, 0.… in TestConeHelper()
61 …ddLine(expPos3D - (UpVector * expPos3D.dot(UpVector)), expPos3D, 3, 1, GAME_SPEED), 0.0f, 1.0f, 0.… in TestConeHelper()
138 go->SetColor(go->AddLine(expPos2D, expPos3D, 3, 1, GAME_SPEED), 1.0f, 0.0f, 0.0f, 1.0f); in TestTrajectoryConeHelper()
140 go->SetColor(go->AddLine(expPos2D, expPos3D, 3, 1, GAME_SPEED), 0.0f, 1.0f, 0.0f, 1.0f); in TestTrajectoryConeHelper()
/dports/games/spring/spring_98.0/rts/Sim/Weapons/
H A DWeaponDef.cpp58 …xternalName("weaponVelocity").defaultValue(0.0f).minimumValue(0.01f).scaleValue(1.0f / GAME_SPEED);
59 WEAPONTAG(float, startvelocity).defaultValue(0.0f).minimumValue(0.01f).scaleValue(1.0f / GAME_SPEED
60 WEAPONTAG(float, weaponacceleration).defaultValue(0.0f).scaleValue(1.0f / (GAME_SPEED * GAME_SPEED)…
97 WEAPONTAG(float, wobble).defaultValue(0.0f).scaleValue(float(TAANG2RAD) / GAME_SPEED);
98 WEAPONTAG(float, dance).defaultValue(0.0f).scaleValue(1.0f / GAME_SPEED);
104 WEAPONTAG(float, turnrate).defaultValue(0.0f).scaleValue(float(TAANG2RAD) / GAME_SPEED);
182 ….scaleValue(GAME_SPEED).description("The delay in seconds before a shield begins to regenerate aft…
295 shieldRechargeDelay = int(wdTable.GetFloat("rechargeDelay", 0) * GAME_SPEED); in WeaponDef()
H A DPlasmaRepulser.cpp84 if (owner->UseEnergy(weaponDef->shieldPowerRegenEnergy * (1.0f / GAME_SPEED))) { in Update()
85 curPower += weaponDef->shieldPowerRegen * (1.0f / GAME_SPEED); in Update()
154 owner->UseEnergy(weaponDef->shieldEnergyUse / GAME_SPEED); in Update()
157 curPower -= shieldDamage / GAME_SPEED; in Update()
H A DWeaponLoader.cpp112 weapon->reloadTime = std::max(1, int(weaponDef->reload * GAME_SPEED)); in InitWeapon()
121 weapon->stockpileTime = int(weaponDef->stockpileTime * GAME_SPEED); in InitWeapon()
124 weapon->salvoDelay = int(weaponDef->salvodelay * GAME_SPEED); in InitWeapon()
/dports/games/apricots/apricots-0.2.6/
H A DChangeLog33 - Bugfix so smoke now obeys GAME_SPEED parameter correctly
34 - Bugfix so bomb y-velocity now obeys GAME_SPEED parameter correctly
38 - Global parameter GAME_SPEED reduced to 0.2
/dports/games/spring/spring_98.0/rts/Sim/Units/
H A DUnitDef.cpp286 …autoHeal = udTable.GetFloat("autoHeal", 0.0f) * (UNIT_SLOWUPDATE_RATE / float(GAME_SPEED)… in UnitDef()
287 …idleAutoHeal = udTable.GetFloat("idleAutoHeal", 10.0f) * (UNIT_SLOWUPDATE_RATE / float(GAME_SPEED)… in UnitDef()
379 speed = udTable.GetFloat("maxVelocity", 0.0f) * GAME_SPEED; in UnitDef()
381 rSpeed = udTable.GetFloat("maxReverseVelocity", 0.0f) * GAME_SPEED; in UnitDef()
453 turnInPlaceSpeedLimit /= std::max(speed / GAME_SPEED, 1.0f); in UnitDef()
624 flareTime = udTable.GetInt("flareTime", 3) * GAME_SPEED; in UnitDef()
626 flareSalvoDelay = udTable.GetInt("flareSalvoDelay", 0) * GAME_SPEED; in UnitDef()
/dports/games/spring/spring_98.0/rts/Lua/
H A DLuaConstGame.cpp57 LuaPushNamedNumber(L, "gameSpeed", GAME_SPEED); in PushEntries()
63 LuaPushNamedNumber(L, "gravity", -mapInfo->map.gravity * GAME_SPEED * GAME_SPEED); in PushEntries()
/dports/games/spring/spring_98.0/rts/Sim/Misc/
H A DGlobalConstants.h33 const int GAME_SPEED = 30; variable
/dports/games/jfk/jfk-0.1.1/src/lib/
H A Dgame.h30 const double GAME_SPEED = 0.00006; variable

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