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Searched refs:bouncyness (Results 1 – 19 of 19) sorted by relevance

/dports/games/dhewm3/dhewm3-1.5.1/neo/game/
H A DItem.cpp922 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()
H A DMoveable.cpp97 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()
H A DBrittleFracture.cpp64 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()
H A DBrittleFracture.h104 float bouncyness; variable
/dports/games/dhewm3/dhewm3-1.5.1/neo/d3xp/
H A DMoveable.cpp102 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()
H A DBrittleFracture.cpp64 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()
H A DBrittleFracture.h104 float bouncyness; variable
H A DItem.cpp1684 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()
/dports/games/openclonk/openclonk-release-8.1-src/src/landscape/
H A DC4Particles.cpp708 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()
H A DC4Particles.h213 float bouncyness; variable
/dports/games/dhewm3/dhewm3-1.5.1/neo/game/physics/
H A DPhysics_RigidBody.h168 float bouncyness; // bouncyness variable
H A DPhysics_AF.h691 float GetBouncyness( void ) const { return bouncyness; } in GetBouncyness()
725 float bouncyness; // bounce variable
979 float bouncyness; // default bouncyness variable
H A DPhysics_RigidBody.cpp146 impulseNumerator = -( 1.0f + bouncyness ) * vel; in CollisionImpulse()
547 savefile->WriteFloat( bouncyness ); in Save()
578 savefile->ReadFloat( bouncyness ); in Restore()
718 bouncyness = b; in SetBouncyness()
H A DPhysics_AF.cpp4195 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()
/dports/games/dhewm3/dhewm3-1.5.1/neo/d3xp/physics/
H A DPhysics_RigidBody.h168 float bouncyness; // bouncyness variable
H A DPhysics_AF.h691 float GetBouncyness( void ) const { return bouncyness; } in GetBouncyness()
725 float bouncyness; // bounce variable
979 float bouncyness; // default bouncyness variable
H A DPhysics_RigidBody.cpp146 impulseNumerator = -( 1.0f + bouncyness ) * vel; in CollisionImpulse()
547 savefile->WriteFloat( bouncyness ); in Save()
578 savefile->ReadFloat( bouncyness ); in Restore()
718 bouncyness = b; in SetBouncyness()
H A DPhysics_AF.cpp4196 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()
/dports/games/openclonk/openclonk-release-8.1-src/src/game/
H A DC4GameScript.cpp1977 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()