/dports/games/apricots/apricots-0.2.6/apricots/ |
H A D | drak.cpp | 48 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() [all …]
|
H A D | game.cpp | 95 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() [all …]
|
H A D | all.cpp | 63 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() [all …]
|
H A D | ai.cpp | 52 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() [all …]
|
H A D | collide.cpp | 27 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() [all …]
|
H A D | apricots.h | 37 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 D | drawall.cpp | 80 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 D | weapon.c | 184 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}, [all …]
|
H A D | demo.c | 152 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 D | bullet.c | 40 #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() [all …]
|
H A D | physics.h | 29 #define GAME_SPEED (1000/30) /* Speed of the game. (1000/FPS) */ macro 30 #define GRAVITY (8.0/GAME_SPEED)
|
H A D | critter.c | 277 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 D | MoveType.cpp | 44 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 D | AAirMoveType.cpp | 227 …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 D | MoveDefHandler.cpp | 175 , 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 D | Benchmark.cpp | 25 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 D | TraceRay.cpp | 59 …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 D | WeaponDef.cpp | 58 …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 D | PlasmaRepulser.cpp | 84 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 D | WeaponLoader.cpp | 112 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 D | ChangeLog | 33 - 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 D | UnitDef.cpp | 286 …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 D | LuaConstGame.cpp | 57 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 D | GlobalConstants.h | 33 const int GAME_SPEED = 30; variable
|
/dports/games/jfk/jfk-0.1.1/src/lib/ |
H A D | game.h | 30 const double GAME_SPEED = 0.00006; variable
|