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Searched refs:LAND_DEFLECT_TIME (Results 1 – 25 of 34) sorted by relevance

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/dports/games/ioquake3-server/ioquake3-1.36/code/cgame/
H A Dcg_view.c413 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()
H A Dcg_weapons.c937 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()
/dports/games/ioquake3/ioquake3-1.36/code/cgame/
H A Dcg_view.c413 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()
H A Dcg_weapons.c937 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()
/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/cgame/
H A Dcg_view.c413 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()
H A Dcg_weapons.c937 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()
/dports/games/evq3/evq3/code/cgame/
H A Dcg_view.c413 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()
H A Dcg_weapons.c937 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()
/dports/games/iortcw/iortcw-1.51c/MP/code/cgame/
H A Dcg_view.c671 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()
/dports/games/iortcw/iortcw-1.51c/SP/code/cgame/
H A Dcg_view.c649 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()
H A Dcg_weapons.c1780 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()
/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/cgame/
H A Dcg_view.c676 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()
H A Dcg_weapons.c722 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()
/dports/games/openjk/OpenJK-07675e2/codeJK2/cgame/
H A Dcg_view.cpp1148 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()
H A Dcg_weapons.cpp757 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()
H A Dcg_local.h48 #define LAND_DEFLECT_TIME 150 macro
/dports/games/openjk/OpenJK-07675e2/codemp/cgame/
H A Dcg_weapons.c245 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()
H A Dcg_view.c1039 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()
/dports/games/openjk/OpenJK-07675e2/code/cgame/
H A Dcg_view.cpp1216 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()
H A Dcg_weapons.cpp840 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()
H A Dcg_local.h48 #define LAND_DEFLECT_TIME 150 macro
/dports/games/dhewm3/dhewm3-1.5.1/neo/game/
H A DPlayer.h62 const int LAND_DEFLECT_TIME = 150; variable
H A DPlayer.cpp4842 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()
/dports/games/dhewm3/dhewm3-1.5.1/neo/d3xp/
H A DPlayer.h63 const int LAND_DEFLECT_TIME = 150; variable
H A DPlayer.cpp5829 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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