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Searched refs:P_AproxDistance (Results 1 – 25 of 139) sorted by relevance

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/dports/games/SRB2/SRB2-SRB2_release_2.2.9/src/
H A Db_bot.c57 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()
H A Dp_enemy.c1641 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()
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H A Dp_maputl.h44 FUNCMATH fixed_t P_AproxDistance(fixed_t dx, fixed_t dy);
H A Dp_spec.c1243 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()
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/dports/games/doomlegacy/doomlegacy_1.48.8_source/src/
H A Db_game.c687 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()
H A Dp_enemy.c514 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()
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H A Dp_maputl.h84 fixed_t P_AproxDistance (fixed_t dx, fixed_t dy);
H A Db_search.c193 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()
H A Dp_henemy.c125 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()
/dports/games/ecwolf/ecwolf-1.3.3-src/src/
H A Dwl_act.h11 fixed P_AproxDistance (fixed dx, fixed dy);
/dports/games/heretic/glheretic-1.2/
H A Dp_enemy.c155 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()
/dports/games/crispy-doom/crispy-doom-crispy-doom-5.10.3/src/heretic/
H A Dp_enemy.c172 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()
/dports/games/chocolate-doom/chocolate-doom-3.0.1/src/heretic/
H A Dp_enemy.c166 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()
/dports/games/libretro-prboom/libretro-prboom-cc80175/src/
H A Dp_maputl.h68 fixed_t P_AproxDistance (fixed_t dx, fixed_t dy);
H A Dp_enemy.c145 (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()
/dports/games/prboom/prboom-2.5.0/src/
H A Dp_maputl.h68 fixed_t CONSTFUNC P_AproxDistance (fixed_t dx, fixed_t dy);
H A Dp_enemy.c142 (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()
/dports/games/prboom-plus/prboom-plus-2.5.1.3/src/
H A Dp_maputl.h68 fixed_t CONSTFUNC P_AproxDistance (fixed_t dx, fixed_t dy);
H A Dp_enemy.c145 (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()
/dports/games/uhexen/uhexen-0.601/src/
H A Dp_enemy.c112 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()
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/dports/games/zdoom/zdoom-2.8.1/src/
H A Dactor.h624 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());
/dports/games/crispy-doom/crispy-doom-crispy-doom-5.10.3/src/hexen/
H A Dp_enemy.c121 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()
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/dports/games/chocolate-doom/chocolate-doom-3.0.1/src/hexen/
H A Dp_enemy.c121 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()
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/dports/games/odamex/odamex-src-0.7.0/common/
H A Dp_enemy.cpp183 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()
/dports/games/chocolate-doom/chocolate-doom-3.0.1/src/doom/
H A Dp_enemy.c176 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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