/dports/games/iortcw/iortcw-1.51c/SP/code/cgame/ |
H A D | cg_ents.c | 1181 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()
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/dports/games/openjk/OpenJK-07675e2/shared/qcommon/ |
H A D | q_math.h | 145 void RotateAroundDirection( matrix3_t axis, float yaw );
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/dports/games/ioquake3/ioquake3-1.36/code/cgame/ |
H A D | cg_ents.c | 491 RotateAroundDirection( ent.axis, cg.time / 4 ); in CG_Missile() 500 RotateAroundDirection( ent.axis, s1->time ); in CG_Missile()
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H A D | cg_effects.c | 466 RotateAroundDirection( ex->refEntity.axis, ang ); in CG_MakeExplosion()
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/dports/games/ioquake3-server/ioquake3-1.36/code/cgame/ |
H A D | cg_ents.c | 491 RotateAroundDirection( ent.axis, cg.time / 4 ); in CG_Missile() 500 RotateAroundDirection( ent.axis, s1->time ); in CG_Missile()
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H A D | cg_effects.c | 466 RotateAroundDirection( ex->refEntity.axis, ang ); in CG_MakeExplosion()
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/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/cgame/ |
H A D | cg_ents.c | 491 RotateAroundDirection( ent.axis, cg.time / 4 ); in CG_Missile() 500 RotateAroundDirection( ent.axis, s1->time ); in CG_Missile()
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H A D | cg_effects.c | 466 RotateAroundDirection( ex->refEntity.axis, ang ); in CG_MakeExplosion()
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/dports/games/evq3/evq3/code/cgame/ |
H A D | cg_ents.c | 491 RotateAroundDirection( ent.axis, cg.time / 4 ); in CG_Missile() 500 RotateAroundDirection( ent.axis, s1->time ); in CG_Missile()
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H A D | cg_effects.c | 466 RotateAroundDirection( ex->refEntity.axis, ang ); in CG_MakeExplosion()
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/dports/games/openjk/OpenJK-07675e2/codeJK2/cgame/ |
H A D | cg_ents.cpp | 1123 … RotateAroundDirection( 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()
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/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/cgame/ |
H A D | cg_ents.c | 458 RotateAroundDirection( ent.axis, cg.time / 4 ); in CG_Missile() 460 RotateAroundDirection( ent.axis, es->time ); in CG_Missile()
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/dports/games/openjk/OpenJK-07675e2/code/cgame/ |
H A D | cg_ents.cpp | 1250 … RotateAroundDirection( 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()
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/dports/games/openjk/OpenJK-07675e2/codemp/cgame/ |
H A D | cg_ents.c | 396 …RotateAroundDirection( le->refEntity.axis, 0); // le->refEntity.data.sprite.rotation ); This is ro… in FX_AddOrientedLine() 2648 … RotateAroundDirection( 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()
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/dports/games/gtkradiant/GPL/GtkRadiant/libs/splines/ |
H A D | q_shared.h | 508 void RotateAroundDirection( mat3_p axis, float yaw );
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/dports/games/netradiant/netradiant-20150621-src/libs/splines/ |
H A D | q_shared.h | 512 void RotateAroundDirection( mat3_p axis, float yaw );
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/dports/games/iortcw/iortcw-1.51c/MP/code/qcommon/ |
H A D | q_math.c | 354 void RotateAroundDirection( vec3_t axis[3], float yaw ) { in RotateAroundDirection() function
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/dports/games/iortcw/iortcw-1.51c/SP/code/qcommon/ |
H A D | q_math.c | 360 void RotateAroundDirection( vec3_t axis[3], float yaw ) { in RotateAroundDirection() function
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/dports/games/iortcw/iortcw-1.51c/MP/code/cgame/ |
H A D | cg_ents.c | 1111 RotateAroundDirection( ent.axis, cg.time / 4 ); in CG_Missile() 1113 RotateAroundDirection( ent.axis, s1->time ); in CG_Missile()
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/dports/games/ioquake3/ioquake3-1.36/code/qcommon/ |
H A D | q_shared.h | 601 void RotateAroundDirection( vec3_t axis[3], float yaw );
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/dports/games/ioquake3-server/ioquake3-1.36/code/qcommon/ |
H A D | q_shared.h | 601 void RotateAroundDirection( vec3_t axis[3], float yaw );
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/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/qcommon/ |
H A D | q_shared.h | 598 void RotateAroundDirection( vec3_t axis[3], float yaw );
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/dports/games/openarena/openarena-engine-source-0.8.8/code/qcommon/ |
H A D | q_math.c | 353 void RotateAroundDirection( vec3_t axis[3], float yaw ) { in RotateAroundDirection() function
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/dports/games/openarena-server/openarena-engine-source-0.8.8/code/qcommon/ |
H A D | q_math.c | 353 void RotateAroundDirection( vec3_t axis[3], float yaw ) { in RotateAroundDirection() function
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/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/qcommon/ |
H A D | q_shared.h | 586 void RotateAroundDirection( vec3_t axis[3], vec_t angle );
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