/dports/games/SRB2/SRB2-SRB2_release_2.2.9/src/ |
H A D | b_bot.c | 57 fixed_t dist = P_AproxDistance(sonic->x - tails->x, sonic->y - tails->y); in B_BuildTailsTiccmd() 60 fixed_t pmom = P_AproxDistance(sonic->momx, sonic->momy); in B_BuildTailsTiccmd() 61 fixed_t bmom = P_AproxDistance(tails->momx, tails->momy); in B_BuildTailsTiccmd() 84 dist = P_AproxDistance(tails->x-sonic->x, tails->y-sonic->y); in B_BuildTailsTiccmd() 499 …if (!P_CheckSight(sonic, tails) && P_AproxDistance(P_AproxDistance(tails->x-sonic->x, tails->y-son… in B_CheckRespawn()
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H A D | p_enemy.c | 1641 dh = P_AproxDistance(x, y); in P_ParabolicMove() 1709 dm = P_AproxDistance(dx, dy); in A_HoodThink() 4147 P_AproxDistance(P_AproxDistance(mo->x - mo2->x, mo->y - mo2->y), mo->z - mo2->z) > in A_BossDeath() 4908 && P_AproxDistance(P_AproxDistance(actor->tracer->x-actor->x, in A_ThrownRing() 4967 dist = P_AproxDistance(P_AproxDistance(player->mo->x-actor->x, in A_ThrownRing() 5348 if (P_AproxDistance(P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y), in A_JetChase() 7802 if (P_AproxDistance(P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y), in A_BuzzFly() 7821 dist = P_AproxDistance(P_AproxDistance(actor->target->x - actor->x, in A_BuzzFly() 11971 if (P_AproxDistance(P_AproxDistance(actor->momx, actor->momy), actor->momz) < locvar1) in A_FlickyCoast() 12356 fixed_t dm = P_AproxDistance(dz, P_AproxDistance(dy, dx)); in A_MineExplode() [all …]
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H A D | p_maputl.h | 44 FUNCMATH fixed_t P_AproxDistance(fixed_t dx, fixed_t dy);
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H A D | p_spec.c | 1243 pfd.speed = P_AproxDistance(line->dx, line->dy) >> FRACBITS; in PolyFlag() 2632 P_AproxDistance(line->dx, line->dy)>>FRACBITS); in P_ProcessLineSpecial() 2647 P_AproxDistance(line->dx, line->dy)>>FRACBITS); in P_ProcessLineSpecial() 2666 P_AproxDistance(line->dx, line->dy)>>FRACBITS); in P_ProcessLineSpecial() 2681 P_AproxDistance(line->dx, line->dy)>>FRACBITS); in P_ProcessLineSpecial() 2763 : abs(P_AproxDistance(line->dx, line->dy))>>FRACBITS, in P_ProcessLineSpecial() 5000 if (P_AproxDistance(P_AproxDistance(player->mo->x-resultlow.x, player->mo->y-resultlow.y), in P_ProcessSpecialSector() 5001 player->mo->z-resultlow.z) < P_AproxDistance(P_AproxDistance(player->mo->x-resulthigh.x, in P_ProcessSpecialSector() 8423 p->magnitude = P_AproxDistance(p->x_mag,p->y_mag); in Add_Pusher() 8474 dist = P_AproxDistance(thing->x - sx,thing->y - sy); in PIT_PushThing() [all …]
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/dports/games/doomlegacy/doomlegacy_1.48.8_source/src/ |
H A D | b_game.c | 687 dist = P_AproxDistance (dest->x - source->x, dest->y - source->y); in B_AimWeapon() 706 mtime = P_AproxDistance ( dest->x + dest->momx*mtime - source->x, in B_AimWeapon() 742 …if( (P_AproxDistance(dest->momx, dest->momy)>>FRACBITS) > 8) //enemy is moving reasonably fast, so… in B_AimWeapon() 867 … target_dist = P_AproxDistance (pmo->x - pbot->bestSeenItem->x, pmo->y - pbot->bestSeenItem->y); in B_BuildTiccmd() 891 … target_dist = P_AproxDistance (pmo->x - pbot->closestEnemy->x, pmo->y - pbot->closestEnemy->y); in B_BuildTiccmd() 925 if( P_AproxDistance (pmo->x - x, pmo->y - y) <= USERANGE) in B_BuildTiccmd() 937 P_AproxDistance (pmo->x - tmate->x, pmo->y - tmate->y); in B_BuildTiccmd() 1014 …&& P_AproxDistance(pmo->x - posX2x(pbot->path->first->x), pmo->y - posY2y(pbot->path->first->y)) <… in B_BuildTiccmd() 1076 && ((P_AproxDistance(pmo->momx, pmo->momy) < (4<<FRACBITS)) in B_BuildTiccmd()
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H A D | p_enemy.c | 514 dist = P_AproxDistance (pl->x-actor->x, pl->y-actor->y); in P_CheckMeleeRange() 556 P_AproxDistance(actor->x - target->x, actor->y - target->y), in P_HitFriend() 617 dist = P_AproxDistance ( actor->x - actor->target->x, in P_CheckMissileRange() 1012 && P_AproxDistance(actor->x - target->x, actor->y - target->y) in P_SmartMove() 1313 fixed_t dal = P_AproxDistance(dax,day); in P_NewChaseDir_P2() 1382 fixed_t dist = P_AproxDistance(deltax, deltay); in P_NewChaseDir() 1444 && ( P_AproxDistance((mo->x - actor->x), (mo->y - actor->y)) in P_IsVisible() 1625 if((P_AproxDistance(player->mo->x-actor->x, in P_LookForPlayers() 1627 && P_AproxDistance(player->mo->momx, player->mo->momy) in P_LookForPlayers() 2615 dist = P_AproxDistance (dest->x - actor->x, in A_Tracer() [all …]
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H A D | p_maputl.h | 84 fixed_t P_AproxDistance (fixed_t dx, fixed_t dy);
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H A D | b_search.c | 193 heuristic = P_AproxDistance(dest->x - node->x, dest->y - node->y) * 10000; in B_NodePushSuccessors() 373 P_AproxDistance (closestnode->x - p->bot->destNode->x, in B_FindNextNode()
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H A D | p_henemy.c | 125 if(P_AproxDistance(actor->x-mo->x, actor->y-mo->y) in PH_LookForMonsters() 297 dist = P_AproxDistance(dest->x-actor->x, dest->y-actor->y); in A_ImpMsAttack() 716 } while(P_AproxDistance(actor->x-x, actor->y-y) < 128*FRACUNIT); in P_DSparilTeleport() 920 dist = P_AproxDistance(actor->x-target->x, actor->y-target->y); in A_MinotaurDecide() 1128 dist = P_AproxDistance(actor->x-target->x, actor->y-target->y) in A_HHeadAttack()
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/dports/games/ecwolf/ecwolf-1.3.3-src/src/ |
H A D | wl_act.h | 11 fixed P_AproxDistance (fixed dx, fixed dy);
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/dports/games/heretic/glheretic-1.2/ |
H A D | p_enemy.c | 155 dist = P_AproxDistance(mo->x-actor->x, mo->y-actor->y); in P_CheckMeleeRange() 200 dist = (P_AproxDistance(actor->x-actor->target->x, in P_CheckMissileRange() 474 if(P_AproxDistance(actor->x-mo->x, actor->y-mo->y) in P_LookForMonsters() 544 dist = P_AproxDistance (player->mo->x - actor->x, in P_LookForPlayers() 553 if((P_AproxDistance(player->mo->x-actor->x, in P_LookForPlayers() 555 && P_AproxDistance(player->mo->momx, player->mo->momy) in P_LookForPlayers() 963 dist = P_AproxDistance(dest->x-actor->x, dest->y-actor->y); in A_ImpMsAttack() 1427 } while(P_AproxDistance(actor->x-x, actor->y-y) < 128*FRACUNIT); in P_DSparilTeleport() 1651 dist = P_AproxDistance(actor->x-target->x, actor->y-target->y); in A_MinotaurDecide() 1871 dist = P_AproxDistance(actor->x-target->x, actor->y-target->y) in A_HeadAttack()
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/dports/games/crispy-doom/crispy-doom-crispy-doom-5.10.3/src/heretic/ |
H A D | p_enemy.c | 172 dist = P_AproxDistance(mo->x - actor->x, mo->y - actor->y); in P_CheckMeleeRange() 215 dist = (P_AproxDistance(actor->x - actor->target->x, in P_CheckMissileRange() 498 if (P_AproxDistance(actor->x - mo->x, actor->y - mo->y) in P_LookForMonsters() 571 dist = P_AproxDistance(player->mo->x - actor->x, in P_LookForPlayers() 580 if ((P_AproxDistance(player->mo->x - actor->x, in P_LookForPlayers() 582 && P_AproxDistance(player->mo->momx, player->mo->momy) in P_LookForPlayers() 983 dist = P_AproxDistance(dest->x - actor->x, dest->y - actor->y); in A_ImpMsAttack() 1411 while (P_AproxDistance(actor->x - x, actor->y - y) < 128 * FRACUNIT); in P_DSparilTeleport() 1639 dist = P_AproxDistance(actor->x - target->x, actor->y - target->y); in A_MinotaurDecide() 1846 dist = P_AproxDistance(actor->x - target->x, actor->y - target->y) in A_HeadAttack()
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/dports/games/chocolate-doom/chocolate-doom-3.0.1/src/heretic/ |
H A D | p_enemy.c | 166 dist = P_AproxDistance(mo->x - actor->x, mo->y - actor->y); in P_CheckMeleeRange() 209 dist = (P_AproxDistance(actor->x - actor->target->x, in P_CheckMissileRange() 492 if (P_AproxDistance(actor->x - mo->x, actor->y - mo->y) in P_LookForMonsters() 560 dist = P_AproxDistance(player->mo->x - actor->x, in P_LookForPlayers() 569 if ((P_AproxDistance(player->mo->x - actor->x, in P_LookForPlayers() 571 && P_AproxDistance(player->mo->momx, player->mo->momy) in P_LookForPlayers() 972 dist = P_AproxDistance(dest->x - actor->x, dest->y - actor->y); in A_ImpMsAttack() 1400 while (P_AproxDistance(actor->x - x, actor->y - y) < 128 * FRACUNIT); in P_DSparilTeleport() 1628 dist = P_AproxDistance(actor->x - target->x, actor->y - target->y); in A_MinotaurDecide() 1835 dist = P_AproxDistance(actor->x - target->x, actor->y - target->y) in A_HeadAttack()
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/dports/games/libretro-prboom/libretro-prboom-cc80175/src/ |
H A D | p_maputl.h | 68 fixed_t P_AproxDistance (fixed_t dx, fixed_t dy);
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H A D | p_enemy.c | 145 (P_AproxDistance(pl->x-actor->x, pl->y-actor->y) < in P_CheckMeleeRange() 162 P_AproxDistance(actor->x-actor->target->x, in P_HitFriend() 205 dist = P_AproxDistance ( actor->x-actor->target->x, in P_CheckMissileRange() 646 fixed_t dist = P_AproxDistance(deltax, deltay); in P_NewChaseDir() 695 P_AproxDistance(mo->x-actor->x, mo->y-actor->y) > MELEERANGE) in P_IsVisible() 1506 dist = P_AproxDistance(dest->x - actor->x, dest->y - actor->y); in A_Tracer() 1908 dist = P_AproxDistance(dest->x - actor->x, dest->y - actor->y); in A_SkullAttack() 2573 target.z += P_AproxDistance(i,j) << (FRACBITS+2); // Aim up fairly high in A_Mushroom()
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/dports/games/prboom/prboom-2.5.0/src/ |
H A D | p_maputl.h | 68 fixed_t CONSTFUNC P_AproxDistance (fixed_t dx, fixed_t dy);
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H A D | p_enemy.c | 142 (P_AproxDistance(pl->x-actor->x, pl->y-actor->y) < in P_CheckMeleeRange() 159 P_AproxDistance(actor->x-actor->target->x, in P_HitFriend() 202 dist = P_AproxDistance ( actor->x-actor->target->x, in P_CheckMissileRange() 453 P_AproxDistance(actor->x - target->x, in P_SmartMove() 667 fixed_t dist = P_AproxDistance(deltax, deltay); in P_NewChaseDir() 716 P_AproxDistance(mo->x-actor->x, mo->y-actor->y) > MELEERANGE) in P_IsVisible() 1525 dist = P_AproxDistance(dest->x - actor->x, dest->y - actor->y); in A_Tracer() 1925 dist = P_AproxDistance(dest->x - actor->x, dest->y - actor->y); in A_SkullAttack() 2522 target.z += P_AproxDistance(i,j) << (FRACBITS+2); // Aim up fairly high in A_Mushroom()
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/dports/games/prboom-plus/prboom-plus-2.5.1.3/src/ |
H A D | p_maputl.h | 68 fixed_t CONSTFUNC P_AproxDistance (fixed_t dx, fixed_t dy);
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H A D | p_enemy.c | 145 (P_AproxDistance(pl->x-actor->x, pl->y-actor->y) < in P_CheckMeleeRange() 164 P_AproxDistance(actor->x-actor->target->x, in P_HitFriend() 207 dist = P_AproxDistance ( actor->x-actor->target->x, in P_CheckMissileRange() 460 P_AproxDistance(actor->x - target->x, in P_SmartMove() 674 fixed_t dist = P_AproxDistance(deltax, deltay); in P_NewChaseDir() 723 P_AproxDistance(mo->x-actor->x, mo->y-actor->y) > MELEERANGE) in P_IsVisible() 1547 dist = P_AproxDistance(dest->x - actor->x, dest->y - actor->y); in A_Tracer() 1957 dist = P_AproxDistance(dest->x - actor->x, dest->y - actor->y); in A_SkullAttack() 2587 target.z += P_AproxDistance(i,j) * misc1; // Aim up fairly high in A_Mushroom()
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/dports/games/uhexen/uhexen-0.601/src/ |
H A D | p_enemy.c | 112 dist = P_AproxDistance(mo->x-actor->x, mo->y-actor->y); in P_CheckMeleeRange() 148 dist = P_AproxDistance(mo->x-actor->x, mo->y-actor->y); in P_CheckMeleeRange2() 191 dist = (P_AproxDistance(actor->x-actor->target->x, in P_CheckMissileRange() 463 if(P_AproxDistance(actor->x-mo->x, actor->y-mo->y) in P_LookForMonsters() 541 dist = P_AproxDistance (player->mo->x - actor->x, in P_LookForPlayers() 550 if((P_AproxDistance(player->mo->x-actor->x, in P_LookForPlayers() 552 && P_AproxDistance(player->mo->momx, player->mo->momy) in P_LookForPlayers() 1145 dist = P_AproxDistance(actor->x - mo->x, actor->y - mo->y); in A_MinotaurLook() 1170 dist = P_AproxDistance(actor->x - mo->x, actor->y - mo->y); in A_MinotaurLook() 4233 dist = P_AproxDistance(dest->x - mo->x, dest->y - mo->y); in A_SorcOffense2() [all …]
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/dports/games/zdoom/zdoom-2.8.1/src/ |
H A D | actor.h | 624 fixed_t P_AproxDistance (fixed_t dx, fixed_t dy); // since we cannot include p_local here... 871 return P_AproxDistance(X() - other->X(), Y() - other->Y()); 877 return P_AproxDistance(X() - otherx, Y() - othery); 882 return P_AproxDistance(X() - other->X() + xadd, Y() - other->Y() + yadd); 887 return P_AproxDistance(AproxDistance(other), Z() - other->Z());
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/dports/games/crispy-doom/crispy-doom-crispy-doom-5.10.3/src/hexen/ |
H A D | p_enemy.c | 121 dist = P_AproxDistance(mo->x - actor->x, mo->y - actor->y); in P_CheckMeleeRange() 157 dist = P_AproxDistance(mo->x - actor->x, mo->y - actor->y); in P_CheckMeleeRange2() 200 dist = (P_AproxDistance(actor->x - actor->target->x, in P_CheckMissileRange() 486 if (P_AproxDistance(actor->x - mo->x, actor->y - mo->y) in P_LookForMonsters() 570 dist = P_AproxDistance(player->mo->x - actor->x, in P_LookForPlayers() 579 if ((P_AproxDistance(player->mo->x - actor->x, in P_LookForPlayers() 581 && P_AproxDistance(player->mo->momx, player->mo->momy) in P_LookForPlayers() 1192 dist = P_AproxDistance(actor->x - mo->x, actor->y - mo->y); in A_MinotaurLook() 1223 dist = P_AproxDistance(actor->x - mo->x, actor->y - mo->y); in A_MinotaurLook() 1343 dist = P_AproxDistance(actor->x - target->x, actor->y - target->y); in A_MinotaurDecide() [all …]
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/dports/games/chocolate-doom/chocolate-doom-3.0.1/src/hexen/ |
H A D | p_enemy.c | 121 dist = P_AproxDistance(mo->x - actor->x, mo->y - actor->y); in P_CheckMeleeRange() 157 dist = P_AproxDistance(mo->x - actor->x, mo->y - actor->y); in P_CheckMeleeRange2() 200 dist = (P_AproxDistance(actor->x - actor->target->x, in P_CheckMissileRange() 486 if (P_AproxDistance(actor->x - mo->x, actor->y - mo->y) in P_LookForMonsters() 570 dist = P_AproxDistance(player->mo->x - actor->x, in P_LookForPlayers() 579 if ((P_AproxDistance(player->mo->x - actor->x, in P_LookForPlayers() 581 && P_AproxDistance(player->mo->momx, player->mo->momy) in P_LookForPlayers() 1192 dist = P_AproxDistance(actor->x - mo->x, actor->y - mo->y); in A_MinotaurLook() 1223 dist = P_AproxDistance(actor->x - mo->x, actor->y - mo->y); in A_MinotaurLook() 1343 dist = P_AproxDistance(actor->x - target->x, actor->y - target->y); in A_MinotaurDecide() [all …]
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/dports/games/odamex/odamex-src-0.7.0/common/ |
H A D | p_enemy.cpp | 183 dist = P_AproxDistance (pl->x-actor->x, pl->y-actor->y); in P_CheckMeleeRange() 229 dist = P_AproxDistance ( actor->x-actor->target->x, in P_CheckMissileRange() 644 fixed_t dist = P_AproxDistance(player->mo->x - actor->x, in P_LookForPlayers() 1261 fixed_t dist = P_AproxDistance (dest->x - actor->x, in A_Tracer() 1636 target.z += P_AproxDistance(i,j) << (FRACBITS+2); // Aim up fairly high in A_Mushroom() 1675 dist = P_AproxDistance (dest->x - actor->x, dest->y - actor->y); in A_SkullAttack()
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/dports/games/chocolate-doom/chocolate-doom-3.0.1/src/doom/ |
H A D | p_enemy.c | 176 dist = P_AproxDistance (pl->x-actor->x, pl->y-actor->y); in P_CheckMeleeRange() 209 dist = P_AproxDistance ( actor->x-actor->target->x, in P_CheckMissileRange() 530 dist = P_AproxDistance (player->mo->x - actor->x, in P_LookForPlayers() 1062 dist = P_AproxDistance (dest->x - actor->x, in A_Tracer() 1432 dist = P_AproxDistance (dest->x - actor->x, dest->y - actor->y); in A_SkullAttack()
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