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Searched refs:VMF (Results 1 – 25 of 132) sorted by relevance

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/dports/games/openjk/OpenJK-07675e2/code/client/
H A Dcl_cgame.cpp987 *(re.tr_distortionAlpha()) = VMF(1); in CL_CgameSystemCalls()
988 *(re.tr_distortionStretch()) = VMF(2); in CL_CgameSystemCalls()
1008 re.AddLightToScene( (const float *) VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_CgameSystemCalls()
1017 re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); in CL_CgameSystemCalls()
1021 …re.DrawStretchRaw( VMF(1), VMF(2), VMF(3), VMF(4), SG_SCR_WIDTH, SG_SCR_HEIGHT, SCR_GetScreenshot(… in CL_CgameSystemCalls()
1030 …re.DrawRotatePic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), VMF(9), args[10]… in CL_CgameSystemCalls()
1033 …re.DrawRotatePic2( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), VMF(9), args[10… in CL_CgameSystemCalls()
1036 re.SetRangedFog( VMF( 1 ) ); in CL_CgameSystemCalls()
1042 re.Scissor( VMF(1), VMF(2), VMF(3), VMF(4)); in CL_CgameSystemCalls()
1066 CL_SetUserCmdValue( args[1], VMF(2), VMF(3), VMF(4) ); in CL_CgameSystemCalls()
[all …]
/dports/games/iortcw/iortcw-1.51c/MP/code/client/
H A Dcl_cgame.c681 re.AddLightToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[6] ); in CL_CgameSystemCalls()
687 re.AddCoronaToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[6], args[7] ); in CL_CgameSystemCalls()
690 re.SetFog( args[1], args[2], args[3], VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ) ); in CL_CgameSystemCalls()
699 …re.DrawStretchPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ),… in CL_CgameSystemCalls()
702 …re.DrawRotatedPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ),… in CL_CgameSystemCalls()
705 …re.DrawStretchPicGradient( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), V… in CL_CgameSystemCalls()
733 CL_SetClientLerpOrigin( VMF( 1 ), VMF( 2 ), VMF( 3 ) ); in CL_CgameSystemCalls()
760 return FloatAsInt( sin( VMF( 1 ) ) ); in CL_CgameSystemCalls()
762 return FloatAsInt( cos( VMF( 1 ) ) ); in CL_CgameSystemCalls()
764 return FloatAsInt( atan2( VMF( 1 ), VMF( 2 ) ) ); in CL_CgameSystemCalls()
[all …]
H A Dcl_ui.c774 Cvar_SetValueSafe( VMA(1), VMF(2) ); in CL_UISystemCalls()
854 re.AddLightToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[6] ); in CL_UISystemCalls()
858 re.AddCoronaToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[6], args[7] ); in CL_UISystemCalls()
870 …re.DrawStretchPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ),… in CL_UISystemCalls()
1044 return FloatAsInt( sin( VMF( 1 ) ) ); in CL_UISystemCalls()
1047 return FloatAsInt( cos( VMF( 1 ) ) ); in CL_UISystemCalls()
1050 return FloatAsInt( atan2( VMF( 1 ), VMF( 2 ) ) ); in CL_UISystemCalls()
1053 return FloatAsInt( sqrt( VMF( 1 ) ) ); in CL_UISystemCalls()
1056 return FloatAsInt( floor( VMF( 1 ) ) ); in CL_UISystemCalls()
1059 return FloatAsInt( ceil( VMF( 1 ) ) ); in CL_UISystemCalls()
/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/client/
H A Dcl_cgame.c515 CM_BiSphereTrace( VMA(1), VMA(2), VMA(3), VMF(4), VMF(5), args[6], args[7] ); in CL_CgameSystemCalls()
518 CM_TransformedBiSphereTrace( VMA(1), VMA(2), VMA(3), VMF(4), VMF(5), in CL_CgameSystemCalls()
580 re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_CgameSystemCalls()
583 re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_CgameSystemCalls()
592 re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); in CL_CgameSystemCalls()
660 return FloatAsInt( sin( VMF(1) ) ); in CL_CgameSystemCalls()
662 return FloatAsInt( cos( VMF(1) ) ); in CL_CgameSystemCalls()
664 return FloatAsInt( atan2( VMF(1), VMF(2) ) ); in CL_CgameSystemCalls()
666 return FloatAsInt( sqrt( VMF(1) ) ); in CL_CgameSystemCalls()
668 return FloatAsInt( floor( VMF(1) ) ); in CL_CgameSystemCalls()
[all …]
H A Dcl_ui.c706 Cvar_SetValue( VMA(1), VMF(2) ); in CL_UISystemCalls()
775 re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_UISystemCalls()
787 re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); in CL_UISystemCalls()
799 re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) ); in CL_UISystemCalls()
944 return FloatAsInt( sin( VMF(1) ) ); in CL_UISystemCalls()
947 return FloatAsInt( cos( VMF(1) ) ); in CL_UISystemCalls()
950 return FloatAsInt( atan2( VMF(1), VMF(2) ) ); in CL_UISystemCalls()
953 return FloatAsInt( sqrt( VMF(1) ) ); in CL_UISystemCalls()
956 return FloatAsInt( floor( VMF(1) ) ); in CL_UISystemCalls()
959 return FloatAsInt( ceil( VMF(1) ) ); in CL_UISystemCalls()
/dports/games/iortcw/iortcw-1.51c/SP/code/client/
H A Dcl_cgame.c622 re.AddLightToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[6] ); in CL_CgameSystemCalls()
628 re.AddCoronaToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[6], args[7] ); in CL_CgameSystemCalls()
631 re.SetFog( args[1], args[2], args[3], VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ) ); in CL_CgameSystemCalls()
640 …re.DrawStretchPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ),… in CL_CgameSystemCalls()
643 …re.DrawStretchPicGradient( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), V… in CL_CgameSystemCalls()
695 return FloatAsInt( sin( VMF( 1 ) ) ); in CL_CgameSystemCalls()
697 return FloatAsInt( cos( VMF( 1 ) ) ); in CL_CgameSystemCalls()
699 return FloatAsInt( atan2( VMF( 1 ), VMF( 2 ) ) ); in CL_CgameSystemCalls()
701 return FloatAsInt( sqrt( VMF( 1 ) ) ); in CL_CgameSystemCalls()
703 return FloatAsInt( floor( VMF( 1 ) ) ); in CL_CgameSystemCalls()
[all …]
H A Dcl_ui.c771 Cvar_SetValueSafe( VMA(1), VMF(2) ); in CL_UISystemCalls()
860 re.AddLightToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[6] ); in CL_UISystemCalls()
864 re.AddCoronaToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[6], args[7] ); in CL_UISystemCalls()
876 …re.DrawStretchPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ),… in CL_UISystemCalls()
907 S_FadeAllSounds( VMF( 1 ), args[2] ); in CL_UISystemCalls()
1054 return FloatAsInt( sin( VMF( 1 ) ) ); in CL_UISystemCalls()
1057 return FloatAsInt( cos( VMF( 1 ) ) ); in CL_UISystemCalls()
1060 return FloatAsInt( atan2( VMF( 1 ), VMF( 2 ) ) ); in CL_UISystemCalls()
1063 return FloatAsInt( sqrt( VMF( 1 ) ) ); in CL_UISystemCalls()
1066 return FloatAsInt( floor( VMF( 1 ) ) ); in CL_UISystemCalls()
[all …]
/dports/games/openjk/OpenJK-07675e2/codemp/client/
H A Dcl_cgameapi.cpp858 return FloatAsInt( atan2( VMF(1), VMF(2) ) ); in CL_CgameSystemCalls()
1157 … (const float*)VMA(2), (const float*)VMA(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), (qboolean)arg… in CL_CgameSystemCalls()
1164 re->AddLightToScene( (const float *)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_CgameSystemCalls()
1168 re->AddAdditiveLightToScene( (const float *)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_CgameSystemCalls()
1180 re->DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); in CL_CgameSystemCalls()
1191 …re->DrawRotatePic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), VMF(9), args[10… in CL_CgameSystemCalls()
1195 …re->DrawRotatePic2( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), VMF(9), args[1… in CL_CgameSystemCalls()
1234 …_CL_SetUserCmdValue( args[1], VMF(2), VMF(3), VMF(4), VMF(5), args[6], args[7], (qboolean)args[8] … in CL_CgameSystemCalls()
1360 CGFX_AddLine( (float *)VMA(1), (float *)VMA(2), VMF(3), VMF(4), VMF(5), in CL_CgameSystemCalls()
1361 VMF(6), VMF(7), VMF(8), in CL_CgameSystemCalls()
[all …]
H A Dcl_uiapi.cpp757 return FloatAsInt( sin( VMF(1) ) ); in CL_UISystemCalls()
760 return FloatAsInt( cos( VMF(1) ) ); in CL_UISystemCalls()
763 return FloatAsInt( atan2( VMF(1), VMF(2) ) ); in CL_UISystemCalls()
766 return FloatAsInt( sqrt( VMF(1) ) ); in CL_UISystemCalls()
781 return FloatAsInt( floor( VMF(1) ) ); in CL_UISystemCalls()
784 return FloatAsInt( ceil( VMF(1) ) ); in CL_UISystemCalls()
793 return FloatAsInt( Q_acos( VMF(1) ) ); in CL_UISystemCalls()
796 return FloatAsInt( Q_asin( VMF(1) ) ); in CL_UISystemCalls()
899 re->AddLightToScene( (const float *)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_UISystemCalls()
911 re->DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); in CL_UISystemCalls()
[all …]
/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/client/
H A Dcl_cgame.c564 re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_CgameSystemCalls()
567 re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_CgameSystemCalls()
576 re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); in CL_CgameSystemCalls()
601 CL_SetUserCmdValue( args[1], VMF(2) ); in CL_CgameSystemCalls()
628 return FloatAsInt( sin( VMF(1) ) ); in CL_CgameSystemCalls()
630 return FloatAsInt( cos( VMF(1) ) ); in CL_CgameSystemCalls()
632 return FloatAsInt( atan2( VMF(1), VMF(2) ) ); in CL_CgameSystemCalls()
634 return FloatAsInt( sqrt( VMF(1) ) ); in CL_CgameSystemCalls()
636 return FloatAsInt( floor( VMF(1) ) ); in CL_CgameSystemCalls()
638 return FloatAsInt( ceil( VMF(1) ) ); in CL_CgameSystemCalls()
[all …]
H A Dcl_ui.c741 Cvar_SetValue( VMA(1), VMF(2) ); in CL_UISystemCalls()
818 re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_UISystemCalls()
830 re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); in CL_UISystemCalls()
842 re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) ); in CL_UISystemCalls()
998 return FloatAsInt( sin( VMF(1) ) ); in CL_UISystemCalls()
1001 return FloatAsInt( cos( VMF(1) ) ); in CL_UISystemCalls()
1004 return FloatAsInt( atan2( VMF(1), VMF(2) ) ); in CL_UISystemCalls()
1007 return FloatAsInt( sqrt( VMF(1) ) ); in CL_UISystemCalls()
1010 return FloatAsInt( floor( VMF(1) ) ); in CL_UISystemCalls()
1013 return FloatAsInt( ceil( VMF(1) ) ); in CL_UISystemCalls()
/dports/games/ioquake3-server/ioquake3-1.36/code/client/
H A Dcl_cgame.c564 re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_CgameSystemCalls()
567 re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_CgameSystemCalls()
576 re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); in CL_CgameSystemCalls()
601 CL_SetUserCmdValue( args[1], VMF(2) ); in CL_CgameSystemCalls()
628 return FloatAsInt( sin( VMF(1) ) ); in CL_CgameSystemCalls()
630 return FloatAsInt( cos( VMF(1) ) ); in CL_CgameSystemCalls()
632 return FloatAsInt( atan2( VMF(1), VMF(2) ) ); in CL_CgameSystemCalls()
634 return FloatAsInt( sqrt( VMF(1) ) ); in CL_CgameSystemCalls()
636 return FloatAsInt( floor( VMF(1) ) ); in CL_CgameSystemCalls()
638 return FloatAsInt( ceil( VMF(1) ) ); in CL_CgameSystemCalls()
[all …]
H A Dcl_ui.c739 Cvar_SetValue( VMA(1), VMF(2) ); in CL_UISystemCalls()
816 re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_UISystemCalls()
828 re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); in CL_UISystemCalls()
840 re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) ); in CL_UISystemCalls()
996 return FloatAsInt( sin( VMF(1) ) ); in CL_UISystemCalls()
999 return FloatAsInt( cos( VMF(1) ) ); in CL_UISystemCalls()
1002 return FloatAsInt( atan2( VMF(1), VMF(2) ) ); in CL_UISystemCalls()
1005 return FloatAsInt( sqrt( VMF(1) ) ); in CL_UISystemCalls()
1008 return FloatAsInt( floor( VMF(1) ) ); in CL_UISystemCalls()
1011 return FloatAsInt( ceil( VMF(1) ) ); in CL_UISystemCalls()
/dports/games/ioquake3/ioquake3-1.36/code/client/
H A Dcl_cgame.c564 re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_CgameSystemCalls()
567 re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_CgameSystemCalls()
576 re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); in CL_CgameSystemCalls()
601 CL_SetUserCmdValue( args[1], VMF(2) ); in CL_CgameSystemCalls()
628 return FloatAsInt( sin( VMF(1) ) ); in CL_CgameSystemCalls()
630 return FloatAsInt( cos( VMF(1) ) ); in CL_CgameSystemCalls()
632 return FloatAsInt( atan2( VMF(1), VMF(2) ) ); in CL_CgameSystemCalls()
634 return FloatAsInt( sqrt( VMF(1) ) ); in CL_CgameSystemCalls()
636 return FloatAsInt( floor( VMF(1) ) ); in CL_CgameSystemCalls()
638 return FloatAsInt( ceil( VMF(1) ) ); in CL_CgameSystemCalls()
[all …]
H A Dcl_ui.c739 Cvar_SetValue( VMA(1), VMF(2) ); in CL_UISystemCalls()
816 re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_UISystemCalls()
828 re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); in CL_UISystemCalls()
840 re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) ); in CL_UISystemCalls()
996 return FloatAsInt( sin( VMF(1) ) ); in CL_UISystemCalls()
999 return FloatAsInt( cos( VMF(1) ) ); in CL_UISystemCalls()
1002 return FloatAsInt( atan2( VMF(1), VMF(2) ) ); in CL_UISystemCalls()
1005 return FloatAsInt( sqrt( VMF(1) ) ); in CL_UISystemCalls()
1008 return FloatAsInt( floor( VMF(1) ) ); in CL_UISystemCalls()
1011 return FloatAsInt( ceil( VMF(1) ) ); in CL_UISystemCalls()
/dports/games/openarena/openarena-engine-source-0.8.8/code/client/
H A Dcl_cgame.c566 re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_CgameSystemCalls()
569 re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_CgameSystemCalls()
578 re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); in CL_CgameSystemCalls()
603 CL_SetUserCmdValue( args[1], VMF(2) ); in CL_CgameSystemCalls()
630 return FloatAsInt( sin( VMF(1) ) ); in CL_CgameSystemCalls()
632 return FloatAsInt( cos( VMF(1) ) ); in CL_CgameSystemCalls()
634 return FloatAsInt( atan2( VMF(1), VMF(2) ) ); in CL_CgameSystemCalls()
636 return FloatAsInt( sqrt( VMF(1) ) ); in CL_CgameSystemCalls()
638 return FloatAsInt( floor( VMF(1) ) ); in CL_CgameSystemCalls()
640 return FloatAsInt( ceil( VMF(1) ) ); in CL_CgameSystemCalls()
[all …]
H A Dcl_ui.c740 Cvar_SetValue( VMA(1), VMF(2) ); in CL_UISystemCalls()
817 re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_UISystemCalls()
829 re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); in CL_UISystemCalls()
841 re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) ); in CL_UISystemCalls()
995 return FloatAsInt( sin( VMF(1) ) ); in CL_UISystemCalls()
998 return FloatAsInt( cos( VMF(1) ) ); in CL_UISystemCalls()
1001 return FloatAsInt( atan2( VMF(1), VMF(2) ) ); in CL_UISystemCalls()
1004 return FloatAsInt( sqrt( VMF(1) ) ); in CL_UISystemCalls()
1007 return FloatAsInt( floor( VMF(1) ) ); in CL_UISystemCalls()
1010 return FloatAsInt( ceil( VMF(1) ) ); in CL_UISystemCalls()
/dports/games/openarena-server/openarena-engine-source-0.8.8/code/client/
H A Dcl_cgame.c566 re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_CgameSystemCalls()
569 re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_CgameSystemCalls()
578 re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); in CL_CgameSystemCalls()
603 CL_SetUserCmdValue( args[1], VMF(2) ); in CL_CgameSystemCalls()
630 return FloatAsInt( sin( VMF(1) ) ); in CL_CgameSystemCalls()
632 return FloatAsInt( cos( VMF(1) ) ); in CL_CgameSystemCalls()
634 return FloatAsInt( atan2( VMF(1), VMF(2) ) ); in CL_CgameSystemCalls()
636 return FloatAsInt( sqrt( VMF(1) ) ); in CL_CgameSystemCalls()
638 return FloatAsInt( floor( VMF(1) ) ); in CL_CgameSystemCalls()
640 return FloatAsInt( ceil( VMF(1) ) ); in CL_CgameSystemCalls()
[all …]
H A Dcl_ui.c740 Cvar_SetValue( VMA(1), VMF(2) ); in CL_UISystemCalls()
817 re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_UISystemCalls()
829 re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); in CL_UISystemCalls()
841 re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) ); in CL_UISystemCalls()
995 return FloatAsInt( sin( VMF(1) ) ); in CL_UISystemCalls()
998 return FloatAsInt( cos( VMF(1) ) ); in CL_UISystemCalls()
1001 return FloatAsInt( atan2( VMF(1), VMF(2) ) ); in CL_UISystemCalls()
1004 return FloatAsInt( sqrt( VMF(1) ) ); in CL_UISystemCalls()
1007 return FloatAsInt( floor( VMF(1) ) ); in CL_UISystemCalls()
1010 return FloatAsInt( ceil( VMF(1) ) ); in CL_UISystemCalls()
/dports/games/evq3/evq3/code/client/
H A Dcl_cgame.c566 re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_CgameSystemCalls()
569 re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_CgameSystemCalls()
578 re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); in CL_CgameSystemCalls()
603 CL_SetUserCmdValue( args[1], VMF(2) ); in CL_CgameSystemCalls()
630 return FloatAsInt( sin( VMF(1) ) ); in CL_CgameSystemCalls()
632 return FloatAsInt( cos( VMF(1) ) ); in CL_CgameSystemCalls()
634 return FloatAsInt( atan2( VMF(1), VMF(2) ) ); in CL_CgameSystemCalls()
636 return FloatAsInt( sqrt( VMF(1) ) ); in CL_CgameSystemCalls()
638 return FloatAsInt( floor( VMF(1) ) ); in CL_CgameSystemCalls()
640 return FloatAsInt( ceil( VMF(1) ) ); in CL_CgameSystemCalls()
[all …]
H A Dcl_ui.c741 Cvar_SetValue( VMA(1), VMF(2) ); in CL_UISystemCalls()
818 re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); in CL_UISystemCalls()
830 re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); in CL_UISystemCalls()
842 re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) ); in CL_UISystemCalls()
998 return FloatAsInt( sin( VMF(1) ) ); in CL_UISystemCalls()
1001 return FloatAsInt( cos( VMF(1) ) ); in CL_UISystemCalls()
1004 return FloatAsInt( atan2( VMF(1), VMF(2) ) ); in CL_UISystemCalls()
1007 return FloatAsInt( sqrt( VMF(1) ) ); in CL_UISystemCalls()
1010 return FloatAsInt( floor( VMF(1) ) ); in CL_UISystemCalls()
1013 return FloatAsInt( ceil( VMF(1) ) ); in CL_UISystemCalls()
/dports/games/openarena/openarena-engine-source-0.8.8/code/server/
H A Dsv_game.c463 return botlib_export->BotLibStartFrame( VMF(1) ); in SV_GameSystemCalls()
593 botlib_export->ea.EA_Move( args[1], VMA(2), VMF(3) ); in SV_GameSystemCalls()
600 botlib_export->ea.EA_EndRegular( args[1], VMF(2) ); in SV_GameSystemCalls()
603 botlib_export->ea.EA_GetInput( args[1], VMF(2), VMA(3) ); in SV_GameSystemCalls()
617 return FloatAsInt( botlib_export->ai.Characteristic_BFloat( args[1], args[2], VMF(3), VMF(4) ) ); in SV_GameSystemCalls()
818 return FloatAsInt( sin( VMF(1) ) ); in SV_GameSystemCalls()
821 return FloatAsInt( cos( VMF(1) ) ); in SV_GameSystemCalls()
824 return FloatAsInt( atan2( VMF(1), VMF(2) ) ); in SV_GameSystemCalls()
827 return FloatAsInt( sqrt( VMF(1) ) ); in SV_GameSystemCalls()
842 return FloatAsInt( floor( VMF(1) ) ); in SV_GameSystemCalls()
[all …]
/dports/games/openarena-server/openarena-engine-source-0.8.8/code/server/
H A Dsv_game.c463 return botlib_export->BotLibStartFrame( VMF(1) ); in SV_GameSystemCalls()
593 botlib_export->ea.EA_Move( args[1], VMA(2), VMF(3) ); in SV_GameSystemCalls()
600 botlib_export->ea.EA_EndRegular( args[1], VMF(2) ); in SV_GameSystemCalls()
603 botlib_export->ea.EA_GetInput( args[1], VMF(2), VMA(3) ); in SV_GameSystemCalls()
617 return FloatAsInt( botlib_export->ai.Characteristic_BFloat( args[1], args[2], VMF(3), VMF(4) ) ); in SV_GameSystemCalls()
818 return FloatAsInt( sin( VMF(1) ) ); in SV_GameSystemCalls()
821 return FloatAsInt( cos( VMF(1) ) ); in SV_GameSystemCalls()
824 return FloatAsInt( atan2( VMF(1), VMF(2) ) ); in SV_GameSystemCalls()
827 return FloatAsInt( sqrt( VMF(1) ) ); in SV_GameSystemCalls()
842 return FloatAsInt( floor( VMF(1) ) ); in SV_GameSystemCalls()
[all …]
/dports/games/ioquake3-server/ioquake3-1.36/code/server/
H A Dsv_game.c466 return botlib_export->BotLibStartFrame( VMF(1) ); in SV_GameSystemCalls()
596 botlib_export->ea.EA_Move( args[1], VMA(2), VMF(3) ); in SV_GameSystemCalls()
603 botlib_export->ea.EA_EndRegular( args[1], VMF(2) ); in SV_GameSystemCalls()
606 botlib_export->ea.EA_GetInput( args[1], VMF(2), VMA(3) ); in SV_GameSystemCalls()
620 return FloatAsInt( botlib_export->ai.Characteristic_BFloat( args[1], args[2], VMF(3), VMF(4) ) ); in SV_GameSystemCalls()
821 return FloatAsInt( sin( VMF(1) ) ); in SV_GameSystemCalls()
824 return FloatAsInt( cos( VMF(1) ) ); in SV_GameSystemCalls()
827 return FloatAsInt( atan2( VMF(1), VMF(2) ) ); in SV_GameSystemCalls()
830 return FloatAsInt( sqrt( VMF(1) ) ); in SV_GameSystemCalls()
845 return FloatAsInt( floor( VMF(1) ) ); in SV_GameSystemCalls()
[all …]
/dports/games/ioquake3/ioquake3-1.36/code/server/
H A Dsv_game.c466 return botlib_export->BotLibStartFrame( VMF(1) ); in SV_GameSystemCalls()
596 botlib_export->ea.EA_Move( args[1], VMA(2), VMF(3) ); in SV_GameSystemCalls()
603 botlib_export->ea.EA_EndRegular( args[1], VMF(2) ); in SV_GameSystemCalls()
606 botlib_export->ea.EA_GetInput( args[1], VMF(2), VMA(3) ); in SV_GameSystemCalls()
620 return FloatAsInt( botlib_export->ai.Characteristic_BFloat( args[1], args[2], VMF(3), VMF(4) ) ); in SV_GameSystemCalls()
821 return FloatAsInt( sin( VMF(1) ) ); in SV_GameSystemCalls()
824 return FloatAsInt( cos( VMF(1) ) ); in SV_GameSystemCalls()
827 return FloatAsInt( atan2( VMF(1), VMF(2) ) ); in SV_GameSystemCalls()
830 return FloatAsInt( sqrt( VMF(1) ) ); in SV_GameSystemCalls()
845 return FloatAsInt( floor( VMF(1) ) ); in SV_GameSystemCalls()
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