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Searched refs:VectorNormalize2 (Results 1 – 25 of 290) sorted by relevance

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/dports/games/openjk/OpenJK-07675e2/code/cgame/
H A DFX_ATSTMain.cpp40 if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f ) in FX_ATSTMainProjectileThink()
42 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_ATSTMainProjectileThink()
102 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_ATSTSideAltProjectileThink()
119 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_ATSTSideMainProjectileThink()
H A DFX_Emplaced.cpp40 if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f ) in FX_EmplacedProjectileThink()
42 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_EmplacedProjectileThink()
142 if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f ) in FX_TurretProjectileThink()
144 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_TurretProjectileThink()
H A DFX_BryarPistol.cpp43 if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f ) in FX_BryarProjectileThink()
45 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_BryarProjectileThink()
110 if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f ) in FX_BryarAltProjectileThink()
112 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_BryarAltProjectileThink()
H A DFX_RocketLauncher.cpp39 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_RocketProjectileThink()
79 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_RocketAltProjectileThink()
H A DFX_NoghriShot.cpp41 if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f ) in FX_NoghriShotProjectileThink()
43 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_NoghriShotProjectileThink()
H A DFX_Bowcaster.cpp40 if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f ) in FX_BowcasterProjectileThink()
42 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_BowcasterProjectileThink()
H A DFX_HeavyRepeater.cpp40 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_RepeaterProjectileThink()
81 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_RepeaterAltProjectileThink()
H A DFX_TuskenShot.cpp41 if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f ) in FX_TuskenShotProjectileThink()
43 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_TuskenShotProjectileThink()
H A DFX_DEMP2.cpp41 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_DEMP2_ProjectileThink()
83 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_DEMP2_AltProjectileThink()
H A DFX_Blaster.cpp47 if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f ) in FX_BlasterProjectileThink()
49 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_BlasterProjectileThink()
/dports/games/openjk/OpenJK-07675e2/codeJK2/cgame/
H A DFX_ATSTMain.cpp39 if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f ) in FX_ATSTMainProjectileThink()
41 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_ATSTMainProjectileThink()
101 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_ATSTSideAltProjectileThink()
118 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_ATSTSideMainProjectileThink()
H A DFX_Emplaced.cpp39 if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f ) in FX_EmplacedProjectileThink()
41 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_EmplacedProjectileThink()
95 if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f ) in FX_TurretProjectileThink()
97 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_TurretProjectileThink()
H A DFX_BryarPistol.cpp41 if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f ) in FX_BryarProjectileThink()
43 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_BryarProjectileThink()
108 if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f ) in FX_BryarAltProjectileThink()
110 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_BryarAltProjectileThink()
H A DFX_RocketLauncher.cpp39 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_RocketProjectileThink()
79 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_RocketAltProjectileThink()
H A DFX_Bowcaster.cpp39 if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f ) in FX_BowcasterProjectileThink()
41 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_BowcasterProjectileThink()
H A DFX_HeavyRepeater.cpp38 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_RepeaterProjectileThink()
79 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_RepeaterAltProjectileThink()
H A DFX_Blaster.cpp38 if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f ) in FX_BlasterProjectileThink()
40 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_BlasterProjectileThink()
H A DFX_DEMP2.cpp40 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_DEMP2_ProjectileThink()
82 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_DEMP2_AltProjectileThink()
/dports/games/openjk/OpenJK-07675e2/codemp/cgame/
H A Dfx_bryarpistol.c41 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_BryarProjectileThink()
91 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_BryarAltProjectileThink()
161 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_TurretProjectileThink()
228 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_ConcussionProjectileThink()
H A Dfx_flechette.c37 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_FlechetteProjectileThink()
83 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_FlechetteAltProjectileThink()
H A Dfx_bowcaster.c37 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_BowcasterProjectileThink()
77 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_BowcasterAltProjectileThink()
H A Dfx_rocketlauncher.c37 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_RocketProjectileThink()
77 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_RocketAltProjectileThink()
H A Dfx_blaster.c37 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_BlasterProjectileThink()
54 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_BlasterAltFireThink()
H A Dfx_heavyrepeater.c37 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_RepeaterProjectileThink()
145 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) in FX_RepeaterAltProjectileThink()
/dports/games/iortcw/iortcw-1.51c/MP/code/qcommon/
H A Dcm_polylib.c104 VectorNormalize2( v1,v1 ); in RemoveColinearPoints()
105 VectorNormalize2( v2,v2 ); in RemoveColinearPoints()
132 VectorNormalize2( normal, normal ); in WindingPlane()
238 VectorNormalize2( vup, vup ); in BaseWindingForPlane()
585 VectorNormalize2( edgenormal, edgenormal ); in CheckWinding()
681 VectorNormalize2( dir, dir ); in AddWindingToConvexHull()

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