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Searched refs:RotateAroundDirection (Results 1 – 25 of 49) sorted by relevance

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/dports/games/iortcw/iortcw-1.51c/SP/code/cgame/
H A Dcg_ents.c1181 RotateAroundDirection( ent.axis, cg.time / 4 ); in CG_Missile()
1183 RotateAroundDirection( ent.axis, s1->time ); in CG_Missile()
1233 RotateAroundDirection( ent.axis, cg.time / 4 ); in CG_ZombieSpit()
1235 RotateAroundDirection( ent.axis, s1->time ); in CG_ZombieSpit()
1314 RotateAroundDirection( ent.axis, cg.time / 4 ); in CG_Crowbar()
1316 RotateAroundDirection( ent.axis, s1->time ); in CG_Crowbar()
/dports/games/openjk/OpenJK-07675e2/shared/qcommon/
H A Dq_math.h145 void RotateAroundDirection( matrix3_t axis, float yaw );
/dports/games/ioquake3/ioquake3-1.36/code/cgame/
H A Dcg_ents.c491 RotateAroundDirection( ent.axis, cg.time / 4 ); in CG_Missile()
500 RotateAroundDirection( ent.axis, s1->time ); in CG_Missile()
H A Dcg_effects.c466 RotateAroundDirection( ex->refEntity.axis, ang ); in CG_MakeExplosion()
/dports/games/ioquake3-server/ioquake3-1.36/code/cgame/
H A Dcg_ents.c491 RotateAroundDirection( ent.axis, cg.time / 4 ); in CG_Missile()
500 RotateAroundDirection( ent.axis, s1->time ); in CG_Missile()
H A Dcg_effects.c466 RotateAroundDirection( ex->refEntity.axis, ang ); in CG_MakeExplosion()
/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/cgame/
H A Dcg_ents.c491 RotateAroundDirection( ent.axis, cg.time / 4 ); in CG_Missile()
500 RotateAroundDirection( ent.axis, s1->time ); in CG_Missile()
H A Dcg_effects.c466 RotateAroundDirection( ex->refEntity.axis, ang ); in CG_MakeExplosion()
/dports/games/evq3/evq3/code/cgame/
H A Dcg_ents.c491 RotateAroundDirection( ent.axis, cg.time / 4 ); in CG_Missile()
500 RotateAroundDirection( ent.axis, s1->time ); in CG_Missile()
H A Dcg_effects.c466 RotateAroundDirection( ex->refEntity.axis, ang ); in CG_MakeExplosion()
/dports/games/openjk/OpenJK-07675e2/codeJK2/cgame/
H A Dcg_ents.cpp1123RotateAroundDirection( ent.axis, cg.time * 0.5f );//Did this so regular missiles don't get broken in CG_Missile()
1125 RotateAroundDirection( ent.axis, cg.time * 0.25f );//JFM:FLOAT FIX in CG_Missile()
1130 RotateAroundDirection( ent.axis, (float)s1->pos.trTime * 0.5f ); in CG_Missile()
1132 RotateAroundDirection( ent.axis, (float)s1->time ); in CG_Missile()
/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/cgame/
H A Dcg_ents.c458 RotateAroundDirection( ent.axis, cg.time / 4 ); in CG_Missile()
460 RotateAroundDirection( ent.axis, es->time ); in CG_Missile()
/dports/games/openjk/OpenJK-07675e2/code/cgame/
H A Dcg_ents.cpp1250RotateAroundDirection( ent.axis, cg.time * 0.5f );//Did this so regular missiles don't get broken in CG_Missile()
1252 RotateAroundDirection( ent.axis, cg.time * 0.25f );//JFM:FLOAT FIX in CG_Missile()
1257 RotateAroundDirection( ent.axis, (float)s1->pos.trTime * 0.5f ); in CG_Missile()
1259 RotateAroundDirection( ent.axis, (float)s1->time ); in CG_Missile()
/dports/games/openjk/OpenJK-07675e2/codemp/cgame/
H A Dcg_ents.c396RotateAroundDirection( le->refEntity.axis, 0); // le->refEntity.data.sprite.rotation ); This is ro… in FX_AddOrientedLine()
2648RotateAroundDirection( ent.axis, cg.time * 0.5f );//Did this so regular missiles don't get broken in CG_Missile()
2652 RotateAroundDirection( ent.axis, cg.time * 0.25f );//JFM:FLOAT FIX in CG_Missile()
2659 RotateAroundDirection( ent.axis, (float)s1->pos.trTime * 0.5f ); in CG_Missile()
2663 RotateAroundDirection( ent.axis, (float)s1->time ); in CG_Missile()
/dports/games/gtkradiant/GPL/GtkRadiant/libs/splines/
H A Dq_shared.h508 void RotateAroundDirection( mat3_p axis, float yaw );
/dports/games/netradiant/netradiant-20150621-src/libs/splines/
H A Dq_shared.h512 void RotateAroundDirection( mat3_p axis, float yaw );
/dports/games/iortcw/iortcw-1.51c/MP/code/qcommon/
H A Dq_math.c354 void RotateAroundDirection( vec3_t axis[3], float yaw ) { in RotateAroundDirection() function
/dports/games/iortcw/iortcw-1.51c/SP/code/qcommon/
H A Dq_math.c360 void RotateAroundDirection( vec3_t axis[3], float yaw ) { in RotateAroundDirection() function
/dports/games/iortcw/iortcw-1.51c/MP/code/cgame/
H A Dcg_ents.c1111 RotateAroundDirection( ent.axis, cg.time / 4 ); in CG_Missile()
1113 RotateAroundDirection( ent.axis, s1->time ); in CG_Missile()
/dports/games/ioquake3/ioquake3-1.36/code/qcommon/
H A Dq_shared.h601 void RotateAroundDirection( vec3_t axis[3], float yaw );
/dports/games/ioquake3-server/ioquake3-1.36/code/qcommon/
H A Dq_shared.h601 void RotateAroundDirection( vec3_t axis[3], float yaw );
/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/qcommon/
H A Dq_shared.h598 void RotateAroundDirection( vec3_t axis[3], float yaw );
/dports/games/openarena/openarena-engine-source-0.8.8/code/qcommon/
H A Dq_math.c353 void RotateAroundDirection( vec3_t axis[3], float yaw ) { in RotateAroundDirection() function
/dports/games/openarena-server/openarena-engine-source-0.8.8/code/qcommon/
H A Dq_math.c353 void RotateAroundDirection( vec3_t axis[3], float yaw ) { in RotateAroundDirection() function
/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/qcommon/
H A Dq_shared.h586 void RotateAroundDirection( vec3_t axis[3], vec_t angle );

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