/dports/games/dhewm3/dhewm3-1.5.1/neo/game/ |
H A D | Item.cpp | 922 float density, friction, bouncyness, tsize; in Spawn() local 954 spawnArgs.GetFloat( "bouncyness", "0.6", bouncyness ); in Spawn() 955 bouncyness = idMath::ClampFloat( 0.0f, 1.0f, bouncyness ); in Spawn() 962 physicsObj.SetBouncyness( bouncyness ); in Spawn()
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H A D | Moveable.cpp | 97 float density, friction, bouncyness, mass; in Spawn() local 123 spawnArgs.GetFloat( "bouncyness", "0.6", bouncyness ); in Spawn() 124 bouncyness = idMath::ClampFloat( 0.0f, 1.0f, bouncyness ); in Spawn() 154 physicsObj.SetBouncyness( bouncyness ); in Spawn()
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H A D | BrittleFracture.cpp | 64 bouncyness = 0.0f; in idBrittleFracture() 119 savefile->WriteFloat( bouncyness ); in Save() 190 savefile->ReadFloat( bouncyness ); in Restore() 271 spawnArgs.GetFloat( "bouncyness", "0.01", bouncyness ); in Spawn() 272 bouncyness = idMath::ClampFloat( 0.0f, 1.0f, bouncyness ); in Spawn() 819 shard->physicsObj.SetBouncyness( bouncyness ); in DropShard()
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H A D | BrittleFracture.h | 104 float bouncyness; variable
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/dports/games/dhewm3/dhewm3-1.5.1/neo/d3xp/ |
H A D | Moveable.cpp | 102 float density, friction, bouncyness, mass; in Spawn() local 128 spawnArgs.GetFloat( "bouncyness", "0.6", bouncyness ); in Spawn() 129 bouncyness = idMath::ClampFloat( 0.0f, 1.0f, bouncyness ); in Spawn() 164 physicsObj.SetBouncyness( bouncyness ); in Spawn()
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H A D | BrittleFracture.cpp | 64 bouncyness = 0.0f; in idBrittleFracture() 123 savefile->WriteFloat( bouncyness ); in Save() 198 savefile->ReadFloat( bouncyness ); in Restore() 283 spawnArgs.GetFloat( "bouncyness", "0.01", bouncyness ); in Spawn() 284 bouncyness = idMath::ClampFloat( 0.0f, 1.0f, bouncyness ); in Spawn() 849 shard->physicsObj.SetBouncyness( bouncyness ); in DropShard()
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H A D | BrittleFracture.h | 104 float bouncyness; variable
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H A D | Item.cpp | 1684 float density, friction, bouncyness, tsize; in Spawn() local 1719 spawnArgs.GetFloat( "bouncyness", "0.6", bouncyness ); in Spawn() 1720 bouncyness = idMath::ClampFloat( 0.0f, 1.0f, bouncyness ); in Spawn() 1727 physicsObj.SetBouncyness( bouncyness ); in Spawn()
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/dports/games/openclonk/openclonk-release-8.1-src/src/landscape/ |
H A D | C4Particles.cpp | 708 bouncyness = 0.f; in C4ParticleProperties() 729 bouncyness /= 1000.f; in Floatify() 855 bouncyness = 1.f; in SetCollisionFunc() 857 bouncyness = ((float)(*valueArray)[1].getInt()); in SetCollisionFunc() 870 forParticle->currentSpeedX = -forParticle->currentSpeedX * bouncyness; in CollisionBounce() 871 forParticle->currentSpeedY = -forParticle->currentSpeedY * bouncyness; in CollisionBounce()
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H A D | C4Particles.h | 213 float bouncyness; variable
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/dports/games/dhewm3/dhewm3-1.5.1/neo/game/physics/ |
H A D | Physics_RigidBody.h | 168 float bouncyness; // bouncyness variable
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H A D | Physics_AF.h | 691 float GetBouncyness( void ) const { return bouncyness; } in GetBouncyness() 725 float bouncyness; // bounce variable 979 float bouncyness; // default bouncyness variable
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H A D | Physics_RigidBody.cpp | 146 impulseNumerator = -( 1.0f + bouncyness ) * vel; in CollisionImpulse() 547 savefile->WriteFloat( bouncyness ); in Save() 578 savefile->ReadFloat( bouncyness ); in Restore() 718 bouncyness = b; in SetBouncyness()
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H A D | Physics_AF.cpp | 4195 bouncyness = -1.0f; in Init() 4276 bouncyness = bounce; in SetBouncyness() 4421 saveFile->WriteFloat( bouncyness ); in Save() 4451 saveFile->ReadFloat( bouncyness ); in Restore() 5434 impulseNumerator = -( 1.0f + body->bouncyness ) * ( velocity * collision.c.normal ); in CollisionImpulse() 6616 bouncyness = 0.4f; in idPhysics_AF() 6748 saveFile->WriteFloat( bouncyness ); in Save() 6822 saveFile->ReadFloat( bouncyness ); in Restore() 7029 if ( body->bouncyness < 0.0f ) { in AddBody() 7030 body->bouncyness = bouncyness; in AddBody()
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/dports/games/dhewm3/dhewm3-1.5.1/neo/d3xp/physics/ |
H A D | Physics_RigidBody.h | 168 float bouncyness; // bouncyness variable
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H A D | Physics_AF.h | 691 float GetBouncyness( void ) const { return bouncyness; } in GetBouncyness() 725 float bouncyness; // bounce variable 979 float bouncyness; // default bouncyness variable
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H A D | Physics_RigidBody.cpp | 146 impulseNumerator = -( 1.0f + bouncyness ) * vel; in CollisionImpulse() 547 savefile->WriteFloat( bouncyness ); in Save() 578 savefile->ReadFloat( bouncyness ); in Restore() 718 bouncyness = b; in SetBouncyness()
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H A D | Physics_AF.cpp | 4196 bouncyness = -1.0f; in Init() 4277 bouncyness = bounce; in SetBouncyness() 4422 saveFile->WriteFloat( bouncyness ); in Save() 4452 saveFile->ReadFloat( bouncyness ); in Restore() 5435 impulseNumerator = -( 1.0f + body->bouncyness ) * ( velocity * collision.c.normal ); in CollisionImpulse() 6617 bouncyness = 0.4f; in idPhysics_AF() 6749 saveFile->WriteFloat( bouncyness ); in Save() 6823 saveFile->ReadFloat( bouncyness ); in Restore() 7030 if ( body->bouncyness < 0.0f ) { in AddBody() 7031 body->bouncyness = bouncyness; in AddBody()
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/dports/games/openclonk/openclonk-release-8.1-src/src/game/ |
H A D | C4GameScript.cpp | 1977 static C4ValueArray* FnPC_Bounce(C4PropList * _this, C4Value bouncyness) in FnPC_Bounce() argument 1981 pArray->SetItem(1, bouncyness.GetType() != C4V_Nil ? bouncyness : C4VInt(1000)); in FnPC_Bounce()
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