Searched refs:_angleEnd (Results 1 – 4 of 4) sorted by relevance
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/ |
H A D | light.cpp | 37 _angleEnd = 0.0f; in Light() 171 _angleEnd = ((_animatedParameters & 0x40000) ? _angleEndPtr[offset] : *_angleEndPtr); in setupFrame() 236 if ((_angleStart >= v41 && _angleStart >= v42) || (_angleEnd <= v41 && _angleEnd <= v42)) { in calculate() 256 …float v12 = attenuation(_angleStart, _angleEnd, atan2(sqrt(positionT.x * positionT.x + positionT.y… in calculateColor() 280 …leStart >= v58 && _angleStart >= v56) || (_angleEnd <= v55 && _angleEnd <= v57 && _angleEnd <= v58… in calculate() 300 float v11 = attenuation(_angleStart, _angleEnd, atan2(fabs(positionT.y), -positionT.z)); in calculateColor() 301 float v12 = attenuation(_angleStart, _angleEnd, atan2(fabs(positionT.x), -positionT.z)); in calculateColor() 318 …float v12 = attenuation(_angleStart, _angleEnd, sqrt(positionT.x * positionT.x + positionT.y * pos… in calculateColor() 335 float v11 = attenuation(_angleStart, _angleEnd, fabs(positionT.y)); in calculateColor() 336 float v12 = attenuation(_angleStart, _angleEnd, fabs(positionT.x)); in calculateColor()
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H A D | light.h | 55 float _angleEnd; variable
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/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/ |
H A D | light.cpp | 37 _angleEnd = 0.0f; in Light() 171 _angleEnd = ((_animatedParameters & 0x40000) ? _angleEndPtr[offset] : *_angleEndPtr); in setupFrame() 236 if ((_angleStart >= v41 && _angleStart >= v42) || (_angleEnd <= v41 && _angleEnd <= v42)) { in calculate() 256 …float v12 = attenuation(_angleStart, _angleEnd, atan2(sqrt(positionT.x * positionT.x + positionT.y… in calculateColor() 280 …leStart >= v58 && _angleStart >= v56) || (_angleEnd <= v55 && _angleEnd <= v57 && _angleEnd <= v58… in calculate() 300 float v11 = attenuation(_angleStart, _angleEnd, atan2(fabs(positionT.y), -positionT.z)); in calculateColor() 301 float v12 = attenuation(_angleStart, _angleEnd, atan2(fabs(positionT.x), -positionT.z)); in calculateColor() 318 …float v12 = attenuation(_angleStart, _angleEnd, sqrt(positionT.x * positionT.x + positionT.y * pos… in calculateColor() 335 float v11 = attenuation(_angleStart, _angleEnd, fabs(positionT.y)); in calculateColor() 336 float v12 = attenuation(_angleStart, _angleEnd, fabs(positionT.x)); in calculateColor()
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H A D | light.h | 55 float _angleEnd; variable
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