Searched refs:RF_LOCKEDANGLE (Results 1 – 12 of 12) sorted by relevance
222 …my && ( (level.time < NPCInfo->aimTime) || NPC->client->renderInfo.renderFlags & RF_LOCKEDANGLE) ) in NPC_UpdateAngles()233 NPC->client->renderInfo.renderFlags &= ~RF_LOCKEDANGLE; in NPC_UpdateAngles()
425 if(gent->client->renderInfo.renderFlags & RF_LOCKEDANGLE) in PM_UpdateViewAngles()
254 #define RF_LOCKEDANGLE 1 macro
5710 ent->client->renderInfo.renderFlags &= ~RF_LOCKEDANGLE; in Q3_SetLockAngle()5714 ent->client->renderInfo.renderFlags |= RF_LOCKEDANGLE; in Q3_SetLockAngle()
2458 …if( client->renderInfo.renderFlags & RF_LOCKEDANGLE ) // yeah I know the RF_ flag is a pretty ugly… in ClientThink_real()
223 …emy && ( (level.time < NPCInfo->aimTime) || NPC->client->renderInfo.renderFlags & RF_LOCKEDANGLE) ) in NPC_UpdateAngles()234 NPC->client->renderInfo.renderFlags &= ~RF_LOCKEDANGLE; in NPC_UpdateAngles()
197 #define RF_LOCKEDANGLE 1 macro
1404 if(gent->client->renderInfo.renderFlags & RF_LOCKEDANGLE) in PM_UpdateViewAngles()
5792 ent->client->renderInfo.renderFlags &= ~RF_LOCKEDANGLE; in Q3_SetLockAngle()5796 ent->client->renderInfo.renderFlags |= RF_LOCKEDANGLE; in Q3_SetLockAngle()
4522 …if( client->renderInfo.renderFlags & RF_LOCKEDANGLE ) // yeah I know the RF_ flag is a pretty ugly… in ClientAlterSpeed()
2598 if(cent->gent->client->renderInfo.renderFlags & RF_LOCKEDANGLE) in CG_PlayerAngles()
3173 if(cent->gent->client->renderInfo.renderFlags & RF_LOCKEDANGLE) in CG_PlayerAngles()