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Searched refs:RF_LOCKEDANGLE (Results 1 – 12 of 12) sorted by relevance

/dports/games/openjk/OpenJK-07675e2/codeJK2/game/
H A DNPC_utils.cpp222 …my && ( (level.time < NPCInfo->aimTime) || NPC->client->renderInfo.renderFlags & RF_LOCKEDANGLE) ) in NPC_UpdateAngles()
233 NPC->client->renderInfo.renderFlags &= ~RF_LOCKEDANGLE; in NPC_UpdateAngles()
H A Dbg_pangles.cpp425 if(gent->client->renderInfo.renderFlags & RF_LOCKEDANGLE) in PM_UpdateViewAngles()
H A Dg_shared.h254 #define RF_LOCKEDANGLE 1 macro
H A DQ3_Interface.cpp5710 ent->client->renderInfo.renderFlags &= ~RF_LOCKEDANGLE; in Q3_SetLockAngle()
5714 ent->client->renderInfo.renderFlags |= RF_LOCKEDANGLE; in Q3_SetLockAngle()
H A Dg_active.cpp2458 …if( client->renderInfo.renderFlags & RF_LOCKEDANGLE ) // yeah I know the RF_ flag is a pretty ugly… in ClientThink_real()
/dports/games/openjk/OpenJK-07675e2/code/game/
H A DNPC_utils.cpp223 …emy && ( (level.time < NPCInfo->aimTime) || NPC->client->renderInfo.renderFlags & RF_LOCKEDANGLE) ) in NPC_UpdateAngles()
234 NPC->client->renderInfo.renderFlags &= ~RF_LOCKEDANGLE; in NPC_UpdateAngles()
H A Dg_shared.h197 #define RF_LOCKEDANGLE 1 macro
H A Dbg_pangles.cpp1404 if(gent->client->renderInfo.renderFlags & RF_LOCKEDANGLE) in PM_UpdateViewAngles()
H A DQ3_Interface.cpp5792 ent->client->renderInfo.renderFlags &= ~RF_LOCKEDANGLE; in Q3_SetLockAngle()
5796 ent->client->renderInfo.renderFlags |= RF_LOCKEDANGLE; in Q3_SetLockAngle()
H A Dg_active.cpp4522 …if( client->renderInfo.renderFlags & RF_LOCKEDANGLE ) // yeah I know the RF_ flag is a pretty ugly… in ClientAlterSpeed()
/dports/games/openjk/OpenJK-07675e2/codeJK2/cgame/
H A Dcg_players.cpp2598 if(cent->gent->client->renderInfo.renderFlags & RF_LOCKEDANGLE) in CG_PlayerAngles()
/dports/games/openjk/OpenJK-07675e2/code/cgame/
H A Dcg_players.cpp3173 if(cent->gent->client->renderInfo.renderFlags & RF_LOCKEDANGLE) in CG_PlayerAngles()