/dports/games/ioquake3-server/ioquake3-1.36/code/cgame/ |
H A D | cg_view.c | 413 if ( delta < LAND_DEFLECT_TIME ) { in CG_OffsetFirstPersonView() 414 f = delta / LAND_DEFLECT_TIME; in CG_OffsetFirstPersonView() 416 } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { in CG_OffsetFirstPersonView() 417 delta -= LAND_DEFLECT_TIME; in CG_OffsetFirstPersonView()
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H A D | cg_weapons.c | 937 if ( delta < LAND_DEFLECT_TIME ) { in CG_CalculateWeaponPosition() 938 origin[2] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME; in CG_CalculateWeaponPosition() 939 } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { in CG_CalculateWeaponPosition() 941 (LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME; in CG_CalculateWeaponPosition()
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/dports/games/ioquake3/ioquake3-1.36/code/cgame/ |
H A D | cg_view.c | 413 if ( delta < LAND_DEFLECT_TIME ) { in CG_OffsetFirstPersonView() 414 f = delta / LAND_DEFLECT_TIME; in CG_OffsetFirstPersonView() 416 } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { in CG_OffsetFirstPersonView() 417 delta -= LAND_DEFLECT_TIME; in CG_OffsetFirstPersonView()
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H A D | cg_weapons.c | 937 if ( delta < LAND_DEFLECT_TIME ) { in CG_CalculateWeaponPosition() 938 origin[2] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME; in CG_CalculateWeaponPosition() 939 } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { in CG_CalculateWeaponPosition() 941 (LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME; in CG_CalculateWeaponPosition()
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/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/cgame/ |
H A D | cg_view.c | 413 if ( delta < LAND_DEFLECT_TIME ) { in CG_OffsetFirstPersonView() 414 f = delta / LAND_DEFLECT_TIME; in CG_OffsetFirstPersonView() 416 } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { in CG_OffsetFirstPersonView() 417 delta -= LAND_DEFLECT_TIME; in CG_OffsetFirstPersonView()
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H A D | cg_weapons.c | 937 if ( delta < LAND_DEFLECT_TIME ) { in CG_CalculateWeaponPosition() 938 origin[2] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME; in CG_CalculateWeaponPosition() 939 } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { in CG_CalculateWeaponPosition() 941 (LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME; in CG_CalculateWeaponPosition()
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/dports/games/evq3/evq3/code/cgame/ |
H A D | cg_view.c | 413 if ( delta < LAND_DEFLECT_TIME ) { in CG_OffsetFirstPersonView() 414 f = delta / LAND_DEFLECT_TIME; in CG_OffsetFirstPersonView() 416 } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { in CG_OffsetFirstPersonView() 417 delta -= LAND_DEFLECT_TIME; in CG_OffsetFirstPersonView()
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H A D | cg_weapons.c | 937 if ( delta < LAND_DEFLECT_TIME ) { in CG_CalculateWeaponPosition() 938 origin[2] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME; in CG_CalculateWeaponPosition() 939 } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { in CG_CalculateWeaponPosition() 941 (LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME; in CG_CalculateWeaponPosition()
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/dports/games/iortcw/iortcw-1.51c/MP/code/cgame/ |
H A D | cg_view.c | 671 cg.landTime = cg.time - ( LAND_DEFLECT_TIME + LAND_RETURN_TIME ); in CG_OffsetFirstPersonView() 673 if ( delta < LAND_DEFLECT_TIME ) { in CG_OffsetFirstPersonView() 674 f = delta / LAND_DEFLECT_TIME; in CG_OffsetFirstPersonView() 676 } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { in CG_OffsetFirstPersonView() 677 delta -= LAND_DEFLECT_TIME; in CG_OffsetFirstPersonView()
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/dports/games/iortcw/iortcw-1.51c/SP/code/cgame/ |
H A D | cg_view.c | 649 cg.landTime = cg.time - ( LAND_DEFLECT_TIME + LAND_RETURN_TIME ); in CG_OffsetFirstPersonView() 651 if ( delta < LAND_DEFLECT_TIME ) { in CG_OffsetFirstPersonView() 652 f = delta / LAND_DEFLECT_TIME; in CG_OffsetFirstPersonView() 654 } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { in CG_OffsetFirstPersonView() 655 delta -= LAND_DEFLECT_TIME; in CG_OffsetFirstPersonView()
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H A D | cg_weapons.c | 1780 if ( delta < LAND_DEFLECT_TIME ) { in CG_CalculateWeaponPosition() 1781 origin[2] += cg.landChange * 0.25 * delta / LAND_DEFLECT_TIME; in CG_CalculateWeaponPosition() 1782 } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { in CG_CalculateWeaponPosition() 1784 ( LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta ) / LAND_RETURN_TIME; in CG_CalculateWeaponPosition()
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/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/cgame/ |
H A D | cg_view.c | 676 if( delta < LAND_DEFLECT_TIME ) in CG_OffsetFirstPersonView() 678 f = delta / LAND_DEFLECT_TIME; in CG_OffsetFirstPersonView() 681 else if( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) in CG_OffsetFirstPersonView() 683 delta -= LAND_DEFLECT_TIME; in CG_OffsetFirstPersonView()
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H A D | cg_weapons.c | 722 if( delta < LAND_DEFLECT_TIME ) in CG_CalculateWeaponPosition() 723 origin[ 2 ] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME; in CG_CalculateWeaponPosition() 724 else if( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) in CG_CalculateWeaponPosition() 726 ( LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta ) / LAND_RETURN_TIME; in CG_CalculateWeaponPosition()
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/dports/games/openjk/OpenJK-07675e2/codeJK2/cgame/ |
H A D | cg_view.cpp | 1148 if ( delta < LAND_DEFLECT_TIME ) { in CG_OffsetFirstPersonView() 1149 f = delta / LAND_DEFLECT_TIME; in CG_OffsetFirstPersonView() 1151 } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { in CG_OffsetFirstPersonView() 1152 delta -= LAND_DEFLECT_TIME; in CG_OffsetFirstPersonView()
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H A D | cg_weapons.cpp | 757 if ( delta < LAND_DEFLECT_TIME ) { in CG_CalculateWeaponPosition() 758 origin[2] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME; in CG_CalculateWeaponPosition() 759 } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { in CG_CalculateWeaponPosition() 761 (LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME; in CG_CalculateWeaponPosition()
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H A D | cg_local.h | 48 #define LAND_DEFLECT_TIME 150 macro
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/dports/games/openjk/OpenJK-07675e2/codemp/cgame/ |
H A D | cg_weapons.c | 245 if ( delta < LAND_DEFLECT_TIME ) { in CG_CalculateWeaponPosition() 246 origin[2] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME; in CG_CalculateWeaponPosition() 247 } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { in CG_CalculateWeaponPosition() 249 (LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME; in CG_CalculateWeaponPosition()
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H A D | cg_view.c | 1039 if ( delta < LAND_DEFLECT_TIME ) { in CG_OffsetFirstPersonView() 1040 f = delta / LAND_DEFLECT_TIME; in CG_OffsetFirstPersonView() 1042 } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { in CG_OffsetFirstPersonView() 1043 delta -= LAND_DEFLECT_TIME; in CG_OffsetFirstPersonView()
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/dports/games/openjk/OpenJK-07675e2/code/cgame/ |
H A D | cg_view.cpp | 1216 if ( delta < LAND_DEFLECT_TIME ) { in CG_OffsetFirstPersonView() 1217 f = delta / LAND_DEFLECT_TIME; in CG_OffsetFirstPersonView() 1219 } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { in CG_OffsetFirstPersonView() 1220 delta -= LAND_DEFLECT_TIME; in CG_OffsetFirstPersonView()
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H A D | cg_weapons.cpp | 840 if ( delta < LAND_DEFLECT_TIME ) { in CG_CalculateWeaponPosition() 841 origin[2] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME; in CG_CalculateWeaponPosition() 842 } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { in CG_CalculateWeaponPosition() 844 (LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME; in CG_CalculateWeaponPosition()
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H A D | cg_local.h | 48 #define LAND_DEFLECT_TIME 150 macro
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/dports/games/dhewm3/dhewm3-1.5.1/neo/game/ |
H A D | Player.h | 62 const int LAND_DEFLECT_TIME = 150; variable
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H A D | Player.cpp | 4842 if ( delta < LAND_DEFLECT_TIME ) { in BobCycle() 4843 f = delta / LAND_DEFLECT_TIME; in BobCycle() 4845 } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { in BobCycle() 4846 delta -= LAND_DEFLECT_TIME; in BobCycle() 7143 if ( delta < LAND_DEFLECT_TIME ) { in CalculateViewWeaponPos() 7144 origin -= gravity * ( landChange*0.25f * delta / LAND_DEFLECT_TIME ); in CalculateViewWeaponPos() 7145 } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { in CalculateViewWeaponPos() 7146 …origin -= gravity * ( landChange*0.25f * (LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RET… in CalculateViewWeaponPos()
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/dports/games/dhewm3/dhewm3-1.5.1/neo/d3xp/ |
H A D | Player.h | 63 const int LAND_DEFLECT_TIME = 150; variable
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H A D | Player.cpp | 5829 if ( delta < LAND_DEFLECT_TIME ) { 5830 f = delta / LAND_DEFLECT_TIME; 5832 } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { 5833 delta -= LAND_DEFLECT_TIME; 8511 if ( delta < LAND_DEFLECT_TIME ) { 8512 origin -= gravity * ( landChange*0.25f * delta / LAND_DEFLECT_TIME ); 8513 } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { 8514 …origin -= gravity * ( landChange*0.25f * (LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RET…
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