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Searched refs:SV_StepDirection (Results 1 – 25 of 47) sorted by relevance

12

/dports/games/libretro-tyrquake/tyrquake-e76477d/common/
H A Dsv_move.c234 qboolean SV_StepDirection(edict_t *ent, float yaw, float dist) in SV_StepDirection() function
309 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
320 && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
324 && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
329 if (olddir != DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
334 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
338 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
342 if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist)) in SV_NewChaseDir()
399 if ((rand() & 3) == 1 || !SV_StepDirection(ent, ent->v.ideal_yaw, dist)) in SV_MoveToGoal()
/dports/games/quakeforge/quakeforge-0.7.2/nq/source/
H A Dsv_move.c225 SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() function
292 if (tdir != turnaround && SV_StepDirection (actor, tdir, dist)) in SV_NewChaseDir()
303 && SV_StepDirection (actor, d[1], dist)) return; in SV_NewChaseDir()
306 && SV_StepDirection (actor, d[2], dist)) return; in SV_NewChaseDir()
309 if (olddir != DI_NODIR && SV_StepDirection (actor, olddir, dist)) in SV_NewChaseDir()
314 if (tdir != turnaround && SV_StepDirection (actor, tdir, dist)) in SV_NewChaseDir()
318 if (tdir != turnaround && SV_StepDirection (actor, tdir, dist)) in SV_NewChaseDir()
322 if (turnaround != DI_NODIR && SV_StepDirection (actor, turnaround, dist)) in SV_NewChaseDir()
368 || !SV_StepDirection (ent, SVfloat (ent, ideal_yaw), dist)) { in SV_MoveToGoal()
/dports/games/quakeforge/quakeforge-0.7.2/qw/source/
H A Dsv_move.c225 SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() function
292 if (tdir != turnaround && SV_StepDirection (actor, tdir, dist)) in SV_NewChaseDir()
303 && SV_StepDirection (actor, d[1], dist)) return; in SV_NewChaseDir()
306 && SV_StepDirection (actor, d[2], dist)) return; in SV_NewChaseDir()
309 if (olddir != DI_NODIR && SV_StepDirection (actor, olddir, dist)) in SV_NewChaseDir()
314 if (tdir != turnaround && SV_StepDirection (actor, tdir, dist)) in SV_NewChaseDir()
318 if (tdir != turnaround && SV_StepDirection (actor, tdir, dist)) in SV_NewChaseDir()
322 if (turnaround != DI_NODIR && SV_StepDirection (actor, turnaround, dist)) in SV_NewChaseDir()
368 || !SV_StepDirection (ent, SVfloat (ent, ideal_yaw), dist)) { in SV_MoveToGoal()
/dports/games/mvdsv/mvdsv-0.34/src/
H A Dsv_move.c228 qbool SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() function
312 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
324 if (d[1] != DI_NODIR && d[1] != turnaround && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
327 if (d[2] != DI_NODIR && d[2] != turnaround && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
332 if (olddir != DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
338 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
344 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
348 if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) ) in SV_NewChaseDir()
410 if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->v.ideal_yaw, dist)) in SV_MoveToGoal()
/dports/games/vkquake/vkQuake-1.12.2/Quake/
H A Dsv_move.c235 qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() function
318 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
331 && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
335 && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
340 if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
346 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
352 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
356 if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) ) in SV_NewChaseDir()
416 !SV_StepDirection (ent, ent->v.ideal_yaw, dist)) in SV_MoveToGoal()
/dports/games/qwdtools/mvdsv-0.34/src/
H A Dsv_move.c228 qbool SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() function
312 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
324 if (d[1] != DI_NODIR && d[1] != turnaround && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
327 if (d[2] != DI_NODIR && d[2] != turnaround && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
332 if (olddir != DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
338 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
344 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
348 if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) ) in SV_NewChaseDir()
410 if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->v.ideal_yaw, dist)) in SV_MoveToGoal()
/dports/games/tenebrae/tenebrae_0/
H A Dsv_move.c233 qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() function
316 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
329 && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
333 && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
338 if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
344 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
350 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
354 if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) ) in SV_NewChaseDir()
422 !SV_StepDirection (ent, ent->v.ideal_yaw, dist)) in SV_MoveToGoal()
/dports/games/nehquake/NehQuake-bjp-bin-src.linux/src/
H A Dsv_move.c233 qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() function
316 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
329 && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
333 && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
338 if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
344 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
350 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
354 if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) ) in SV_NewChaseDir()
422 !SV_StepDirection (ent, ent->v.ideal_yaw, dist)) in SV_MoveToGoal()
/dports/games/xonotic/Xonotic/source/darkplaces/
H A Dsv_move.c257 static qboolean SV_StepDirection (prvm_edict_t *ent, float yaw, float dist) in SV_StepDirection() function
343 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
356 && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
360 && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
365 if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
371 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
377 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
381 if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) ) in SV_NewChaseDir()
443 !SV_StepDirection (ent, PRVM_serveredictfloat(ent, ideal_yaw), dist)) in VM_SV_MoveToGoal()
/dports/games/nexuiz/Nexuiz/sources/darkplaces/
H A Dsv_move.c231 qboolean SV_StepDirection (prvm_edict_t *ent, float yaw, float dist) in SV_StepDirection() function
312 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
325 && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
329 && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
334 if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
340 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
346 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
350 if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) ) in SV_NewChaseDir()
412 !SV_StepDirection (ent, ent->fields.server->ideal_yaw, dist)) in SV_MoveToGoal()
/dports/games/uhexen2/hexen2source-1.5.9/engine/hexenworld/server/
H A Dsv_move.c280 static qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() function
365 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
377 if (d[1] != DI_NODIR && d[1] != turnaround && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
380 if (d[2] != DI_NODIR && d[2] != turnaround && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
385 if (olddir != DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
392 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
400 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
405 if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) ) in SV_NewChaseDir()
465 if ( (rand() & 3) == 1 || !SV_StepDirection(ent, ent->v.ideal_yaw, dist) ) in SV_MoveToGoal()
/dports/games/darkplaces/darkplaces/
H A Dsv_move.c257 static qboolean SV_StepDirection (prvm_edict_t *ent, float yaw, float dist) in SV_StepDirection() function
343 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
356 && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
360 && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
365 if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
371 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
377 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
381 if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) ) in SV_NewChaseDir()
443 !SV_StepDirection (ent, PRVM_serveredictfloat(ent, ideal_yaw), dist)) in VM_SV_MoveToGoal()
/dports/games/quake2-xatrix/quake2-xatrix-3.20/
H A Dm_move.c363 qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() function
449 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
462 && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
466 && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
471 if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
477 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
483 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
487 if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) ) in SV_NewChaseDir()
539 if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->ideal_yaw, dist)) in M_MoveToGoal()
/dports/games/quake2lnx/quake2-r0.16.2/src/game/
H A Dm_move.c353 qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() function
439 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
452 && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
456 && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
461 if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
467 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
473 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
477 if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) ) in SV_NewChaseDir()
529 if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->ideal_yaw, dist)) in M_MoveToGoal()
/dports/games/q2pro/q2pro/game/
H A Dm_move.c353 qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() function
439 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
452 && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
456 && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
461 if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
467 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
473 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
477 if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) ) in SV_NewChaseDir()
529 if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->ideal_yaw, dist)) in M_MoveToGoal()
/dports/games/quake2lnx/quake2-r0.16.2/src/ctf/
H A Dm_move.c353 qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() function
439 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
452 && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
456 && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
461 if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
467 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
473 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
477 if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) ) in SV_NewChaseDir()
529 if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->ideal_yaw, dist)) in M_MoveToGoal()
/dports/games/quake2-source/quake2-r0.16.2/src/ctf/
H A Dm_move.c353 qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() function
439 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
452 && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
456 && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
461 if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
467 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
473 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
477 if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) ) in SV_NewChaseDir()
529 if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->ideal_yaw, dist)) in M_MoveToGoal()
/dports/games/quake2-psychomod/psychomod/src/
H A Dm_move.c334 qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() function
420 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
433 && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
437 && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
442 if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
448 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
454 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
458 if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) ) in SV_NewChaseDir()
510 if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->ideal_yaw, dist)) in M_MoveToGoal()
/dports/games/quake2-ctf/quake2-r0.16.2/src/ctf/
H A Dm_move.c353 qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() function
439 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
452 && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
456 && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
461 if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
467 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
473 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
477 if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) ) in SV_NewChaseDir()
529 if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->ideal_yaw, dist)) in M_MoveToGoal()
/dports/games/quake2-data/quake2-data-3.20_3/
H A Dm_move.c334 qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() function
420 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
433 && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
437 && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
442 if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
448 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
454 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
458 if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) ) in SV_NewChaseDir()
510 if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->ideal_yaw, dist)) in M_MoveToGoal()
/dports/games/quake2-matrix/matrix/MatrixFixSource/
H A Dm_move.c334 qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() function
420 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
433 && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
437 && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
442 if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
448 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
454 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
458 if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) ) in SV_NewChaseDir()
510 if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->ideal_yaw, dist)) in M_MoveToGoal()
/dports/games/quake2-source/quake2-r0.16.2/src/game/
H A Dm_move.c353 qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() function
439 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
452 && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
456 && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
461 if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
467 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
473 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
477 if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) ) in SV_NewChaseDir()
529 if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->ideal_yaw, dist)) in M_MoveToGoal()
/dports/games/quake2-lights/quake2-lights-1/lights/src/
H A Dm_move.c353 qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() function
439 if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
452 && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
456 && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
461 if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
467 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
473 if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) in SV_NewChaseDir()
477 if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) ) in SV_NewChaseDir()
529 if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->ideal_yaw, dist)) in M_MoveToGoal()
/dports/games/quetoo/quetoo-0.6.1/src/baseq2/
H A Dm_move.c315 qboolean SV_StepDirection(edict_t *ent, float yaw, float dist){ in SV_StepDirection() function
391 if(tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
403 && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
407 && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
412 if(olddir != DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
418 if(tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
422 if(tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
426 if(turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist)) in SV_NewChaseDir()
471 if((rand()&3) == 1 || !SV_StepDirection(ent, ent->ideal_yaw, dist)){ in M_MoveToGoal()
/dports/games/quetoo/quetoo-0.6.1/src/ctf/
H A Dm_move.c311 qboolean SV_StepDirection(edict_t *ent, float yaw, float dist){ in SV_StepDirection() function
387 if(tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
399 && SV_StepDirection(actor, d[1], dist)) in SV_NewChaseDir()
403 && SV_StepDirection(actor, d[2], dist)) in SV_NewChaseDir()
408 if(olddir != DI_NODIR && SV_StepDirection(actor, olddir, dist)) in SV_NewChaseDir()
414 if(tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
418 if(tdir != turnaround && SV_StepDirection(actor, tdir, dist)) in SV_NewChaseDir()
422 if(turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist)) in SV_NewChaseDir()
467 if((rand()&3) == 1 || !SV_StepDirection(ent, ent->ideal_yaw, dist)){ in M_MoveToGoal()

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