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Searched refs:_angleEnd (Results 1 – 4 of 4) sorted by relevance

/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/
H A Dlight.cpp37 _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()
H A Dlight.h55 float _angleEnd; variable
/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/
H A Dlight.cpp37 _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()
H A Dlight.h55 float _angleEnd; variable