/dports/games/libretro-tyrquake/tyrquake-e76477d/common/ |
H A D | sv_move.c | 234 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()
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/dports/games/quakeforge/quakeforge-0.7.2/nq/source/ |
H A D | sv_move.c | 225 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()
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/dports/games/quakeforge/quakeforge-0.7.2/qw/source/ |
H A D | sv_move.c | 225 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()
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/dports/games/mvdsv/mvdsv-0.34/src/ |
H A D | sv_move.c | 228 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()
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/dports/games/vkquake/vkQuake-1.12.2/Quake/ |
H A D | sv_move.c | 235 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()
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/dports/games/qwdtools/mvdsv-0.34/src/ |
H A D | sv_move.c | 228 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()
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/dports/games/tenebrae/tenebrae_0/ |
H A D | sv_move.c | 233 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()
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/dports/games/nehquake/NehQuake-bjp-bin-src.linux/src/ |
H A D | sv_move.c | 233 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()
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/dports/games/xonotic/Xonotic/source/darkplaces/ |
H A D | sv_move.c | 257 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()
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/dports/games/nexuiz/Nexuiz/sources/darkplaces/ |
H A D | sv_move.c | 231 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()
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/dports/games/uhexen2/hexen2source-1.5.9/engine/hexenworld/server/ |
H A D | sv_move.c | 280 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()
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/dports/games/darkplaces/darkplaces/ |
H A D | sv_move.c | 257 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()
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/dports/games/quake2-xatrix/quake2-xatrix-3.20/ |
H A D | m_move.c | 363 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()
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/dports/games/quake2lnx/quake2-r0.16.2/src/game/ |
H A D | m_move.c | 353 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()
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/dports/games/q2pro/q2pro/game/ |
H A D | m_move.c | 353 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()
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/dports/games/quake2lnx/quake2-r0.16.2/src/ctf/ |
H A D | m_move.c | 353 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()
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/dports/games/quake2-source/quake2-r0.16.2/src/ctf/ |
H A D | m_move.c | 353 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()
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/dports/games/quake2-psychomod/psychomod/src/ |
H A D | m_move.c | 334 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()
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/dports/games/quake2-ctf/quake2-r0.16.2/src/ctf/ |
H A D | m_move.c | 353 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()
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/dports/games/quake2-data/quake2-data-3.20_3/ |
H A D | m_move.c | 334 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()
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/dports/games/quake2-matrix/matrix/MatrixFixSource/ |
H A D | m_move.c | 334 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()
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/dports/games/quake2-source/quake2-r0.16.2/src/game/ |
H A D | m_move.c | 353 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()
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/dports/games/quake2-lights/quake2-lights-1/lights/src/ |
H A D | m_move.c | 353 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()
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/dports/games/quetoo/quetoo-0.6.1/src/baseq2/ |
H A D | m_move.c | 315 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()
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/dports/games/quetoo/quetoo-0.6.1/src/ctf/ |
H A D | m_move.c | 311 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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