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/dports/dns/pdnsd/pdnsd-1.2.9a/src/
H A Drr_types.h236 #define getrrset_A(cent) GET_RRSMU(cent,0) argument
237 #define getrrset_NS(cent) GET_RRSMU(cent,1) argument
238 #define getrrset_MD(cent) GET_RRSEXT(cent,0) argument
239 #define getrrset_MF(cent) GET_RRSEXT(cent,1) argument
240 #define getrrset_CNAME(cent) GET_RRSMU(cent,2) argument
241 #define getrrset_SOA(cent) GET_RRSMU(cent,3) argument
242 #define getrrset_MB(cent) GET_RRSEXT(cent,2) argument
247 #define getrrset_PTR(cent) GET_RRSMU(cent,4) argument
250 #define getrrset_MX(cent) GET_RRSMU(cent,5) argument
251 #define getrrset_TXT(cent) GET_RRSMU(cent,6) argument
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H A Dcache.h134 #define timedout_nxdom(cent) ((cent)->neg.ts+CLAT_ADJ((cent)->neg.ttl)<time(NULL)) argument
284 #define NRRITERLIST(cent) ((cent)->flags&DF_NEGATIVE?0:(cent)->rr.rrext?NRRTOT:NRRMU) argument
288 #define GET_RRSMU(cent,i) (!((cent)->flags&DF_NEGATIVE)?(cent)->rr.rrmu[i]:NULL) argument
289 #define GET_RRSEXT(cent,i) (!((cent)->flags&DF_NEGATIVE) && (cent)->rr.rrext?(cent)->rr.rrext[i]:NU… argument
290 #define HAVE_RRMU(cent,i) (!((cent)->flags&DF_NEGATIVE) && (cent)->rr.rrmu[i] && (cent)->rr.rrmu[i… argument
291 #define HAVE_RREXT(cent,i) (!((cent)->flags&DF_NEGATIVE) && (cent)->rr.rrext && (cent)->rr.rrext[i]… argument
293 #define RRARR_LEN(cent) ((cent)->flags&DF_NEGATIVE?0:(cent)->rr.rrext?NRRTOT:NRRMU) argument
296 #define RRARR_INDEX_TESTEXT(cent,i) ((cent)->flags&DF_NEGATIVE?NULL:(i)<NRRMU?(cent)->rr.rrmu[i]… argument
300 …define RRARR_INDEX_PA_TESTEXT(cent,i) ((cent)->flags&DF_NEGATIVE?NULL:(i)<NRRMU?&(cent)->rr.rrmu[i… argument
303 #define RRARR_INDEX(cent,i) ((i)<NRRMU?(cent)->rr.rrmu[i]:(cent)->rr.rrext[(i)-NRRMU]) argument
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/dports/games/openjk/OpenJK-07675e2/code/cgame/
H A Dcg_ents.cpp530 gi.G2API_SetBoneAnimIndex( &cent->gent->ghoul2[cent->gent->playerModel], cent->gent->rootBone, in CG_General()
535 gi.G2API_SetBoneAnimIndex( &cent->gent->ghoul2[cent->gent->playerModel], cent->gent->rootBone, in CG_General()
571 if ( s1->weapon == WP_SABER && cent->gent && cent->gent->owner && cent->gent->owner->inuse ) in CG_General()
582 cent->gent->weaponModel[0], cent->lerpOrigin, cent->lerpAngles ); in CG_General()
588 cent->lerpOrigin, cent->lerpAngles ); in CG_General()
648 0, cent->lerpOrigin, cent->lerpAngles ); in CG_General()
923 if ( cent->gent && !cent->gent->inuse ) in CG_Item()
1910cent->gent->setTime = cgi_S_AddLocalSet( cent->gent->soundSet, cg.refdef.vieworg, cent->lerpOrigin… in CG_AddLocalSet()
2039 if ( cent->gent && cent->gent->owner && cent->gent->owner->ghoul2.size() ) in CG_Limb()
2370 …if ( cent->gent && cent->gent->soundSet && cent->gent->soundSet[0] && cent->currentState.eType != … in CG_AddCEntity()
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H A Dcg_players.cpp1138 if ( cent && cent->gent && cent->gent->client ) in CG_PlayerAnimEventDo()
1382 if ( !cent || !cent->gent || !cent->gent->client) in CGG2_AnimEvents()
2407 if ( !cent || !cent->gent || !cent->gent->client ) in CG_UpdateLookAngles()
2554 if ( cent->gent && cent->gent->client in CG_G2PlayerAngles()
3916 if ( cent->gent && cent->gent->client ) in CG_PlayerSplash()
4377 if ( cent->gent && cent->gent->client ) in CG_ForceElectrocution()
4530 if ( cent->gent && cent->gent->client ) in CG_AddForceSightShell()
4577 if ( cent->gent && cent->gent->health > 0 && cent->gent->max_health > 0 ) in CG_AddForceSightShell()
5948 if ( cent && cent->gent && cent->gent->client in CG_CheckSaberInWater()
7974 if ( cent->gent && cent->gent->client ) in CG_Player()
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H A Dcg_snapshot.cpp38 cent->previousEvent = 0; in CG_ResetEntity()
42 VectorCopy (cent->currentState.origin, cent->lerpOrigin); in CG_ResetEntity()
43 VectorCopy (cent->currentState.angles, cent->lerpAngles); in CG_ResetEntity()
57 if (cent->nextState) { in CG_TransitionEntity()
58 cent->currentState = *cent->nextState; in CG_TransitionEntity()
64 CG_ResetEntity( cent ); in CG_TransitionEntity()
73 CG_CheckEvents( cent ); in CG_TransitionEntity()
89 centity_t *cent; in CG_SetInitialSnapshot() local
111 CG_ResetEntity( cent ); in CG_SetInitialSnapshot()
127 centity_t *cent; in CG_TransitionSnapshot() local
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/dports/games/iortcw/iortcw-1.51c/MP/code/cgame/
H A Dcg_ents.c189 cent->dl_frame = cent->dl_oldframe = 0; in CG_AddLightstyle()
201 cent->dl_oldframe = cent->dl_oldframe + (int)cent->dl_backlerp; in CG_AddLightstyle()
202 cent->dl_frame = cent->dl_oldframe + 1; in CG_AddLightstyle()
204 cent->dl_oldframe = ( cent->dl_oldframe ) % stringlength; in CG_AddLightstyle()
211 cent->dl_frame = ( cent->dl_frame ) % stringlength; in CG_AddLightstyle()
214 cent->dl_backlerp = cent->dl_backlerp - (int)cent->dl_backlerp; in CG_AddLightstyle()
218 lastch = cent->dl_stylestring[cent->dl_oldframe] - 'a'; in CG_AddLightstyle()
219 nextch = cent->dl_stylestring[cent->dl_frame] - 'a'; in CG_AddLightstyle()
1390 VectorMA( cent->currentState.origin2, rnd, cent->boltLocs[i], cent->boltLocs[i] ); in CG_Efx()
1427 VectorMA( cent->boltLocs[i], cent->boltTimes[i] - cg.time, cent->boltCrawlDirs[i], perpvec ); in CG_Efx()
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H A Dcg_snapshot.c48 cent->previousEvent = 0; in CG_ResetEntity()
49 cent->previousEventSequence = cent->currentState.eventSequence; in CG_ResetEntity()
54 cent->headJuncIndex = 0; in CG_ResetEntity()
55 cent->headJuncIndex2 = 0; in CG_ResetEntity()
58 VectorCopy( cent->currentState.origin, cent->lerpOrigin ); in CG_ResetEntity()
59 VectorCopy( cent->currentState.angles, cent->lerpAngles ); in CG_ResetEntity()
93 VectorMA( cent->fireRiseDir, adjust, newDir, cent->fireRiseDir ); in CG_TransitionEntity()
101 if ( cent->currentState.dmgFlags != cent->nextState.dmgFlags ) { in CG_TransitionEntity()
106 cent->currentState = cent->nextState; in CG_TransitionEntity()
118 CG_CheckEvents( cent ); in CG_TransitionEntity()
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H A Dcg_players.c1580 CG_RunLerpFrameRate( ci, &cent->pe.torso, cent->currentState.torsoAnim, cent, 0 ); in CG_PlayerAnimation()
1694 cent->currentState.legsAnim = cent->pe.painAnimLegs; in CG_AddPainTwitch()
1696 cent->currentState.torsoAnim = cent->pe.painAnimTorso; in CG_AddPainTwitch()
2920 …learLerpFrameRate( &cgs.clientinfo[ cent->currentState.clientNum ], &cent->pe.legs, cent->currentS… in CG_ResetPlayerEntity()
2923 memset( &cent->pe.legs, 0, sizeof( cent->pe.legs ) ); in CG_ResetPlayerEntity()
2924 cent->pe.legs.yawAngle = cent->rawAngles[YAW]; in CG_ResetPlayerEntity()
2929 memset( &cent->pe.torso, 0, sizeof( cent->pe.torso ) ); in CG_ResetPlayerEntity()
2930 cent->pe.torso.yawAngle = cent->rawAngles[YAW]; in CG_ResetPlayerEntity()
2932 cent->pe.torso.pitchAngle = cent->rawAngles[PITCH]; in CG_ResetPlayerEntity()
2939 VectorCopy( cent->lerpOrigin, cent->rawOrigin ); in CG_ResetPlayerEntity()
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/dports/games/iortcw/iortcw-1.51c/SP/code/cgame/
H A Dcg_ents.c246 if ( cent && CG_EntOnFire( cent ) ) { in CG_LoseArmor()
347 cent->dl_frame = cent->dl_oldframe = 0; in CG_AddLightstyle()
359 cent->dl_oldframe = cent->dl_oldframe + (int)cent->dl_backlerp; in CG_AddLightstyle()
360 cent->dl_frame = cent->dl_oldframe + 1; in CG_AddLightstyle()
369 cent->dl_frame = ( cent->dl_frame ) % stringlength; in CG_AddLightstyle()
372 cent->dl_backlerp = cent->dl_backlerp - (int)cent->dl_backlerp; in CG_AddLightstyle()
377 nextch = cent->dl_stylestring[cent->dl_frame] - 'a'; in CG_AddLightstyle()
1413 CG_SetAnim( cent, &cent->lerpFrame, cent->currentState.frame ); in CG_RunAnim()
1560 VectorMA( cent->currentState.origin2, rnd, cent->boltLocs[i], cent->boltLocs[i] ); in CG_Efx()
1596 if ( cent->boltCrawlDirs[0] || cent->boltCrawlDirs[1] || cent->boltCrawlDirs[2] ) { in CG_Efx()
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H A Dcg_players.c2222 CG_RunLerpFrameRate( ci, &cent->pe.torso, cent->currentState.torsoAnim, cent, 0 ); in CG_PlayerAnimation()
2336 cent->currentState.legsAnim = cent->pe.painAnimLegs; in CG_AddPainTwitch()
2338 cent->currentState.torsoAnim = cent->pe.painAnimTorso; in CG_AddPainTwitch()
2430 cent->pe.headLookSpeed = cent->pe.headLookSpeedMax; in CG_IdleHeadMovement()
2435 cent->pe.headLookSpeed = cent->pe.headLookSpeedMax; in CG_IdleHeadMovement()
4932 cent->pe.head.oldFrame = cent->pe.head.frame; in CG_Player()
4933 cent->pe.head.oldFrameTime = cent->pe.head.frameTime; in CG_Player()
5412 …learLerpFrameRate( &cgs.clientinfo[ cent->currentState.clientNum ], &cent->pe.legs, cent->currentS… in CG_ResetPlayerEntity()
5415 memset( &cent->pe.legs, 0, sizeof( cent->pe.legs ) ); in CG_ResetPlayerEntity()
5431 VectorCopy( cent->lerpOrigin, cent->rawOrigin ); in CG_ResetPlayerEntity()
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H A Dcg_snapshot.c48 cent->previousEvent = 0; in CG_ResetEntity()
58 cent->headJuncIndex = 0; in CG_ResetEntity()
59 cent->headJuncIndex2 = 0; in CG_ResetEntity()
62 VectorCopy( cent->currentState.origin, cent->lerpOrigin ); in CG_ResetEntity()
63 VectorCopy( cent->currentState.angles, cent->lerpAngles ); in CG_ResetEntity()
97 VectorMA( cent->fireRiseDir, adjust, newDir, cent->fireRiseDir ); in CG_TransitionEntity()
105 if ( cent->currentState.dmgFlags != cent->nextState.dmgFlags ) { in CG_TransitionEntity()
110 cent->currentState = cent->nextState; in CG_TransitionEntity()
115 CG_ResetEntity( cent ); in CG_TransitionEntity()
122 CG_CheckEvents( cent ); in CG_TransitionEntity()
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/dports/games/openjk/OpenJK-07675e2/codeJK2/cgame/
H A Dcg_players.cpp1264 if ( !cent || !cent->gent || !cent->gent->client) in CGG2_AnimSounds()
1996 if ( !cent || !cent->gent || !cent->gent->client ) in CG_UpdateLookAngles()
2091 if ( cent->gent && cent->gent->health <= 0 ) in CG_G2PlayerAngles()
2119 if ( cent->gent && cent->gent->client in CG_G2PlayerAngles()
3032 if ( cent->gent && cent->gent->client ) in CG_PlayerSplash()
3353 if ( cent->gent && cent->gent->client ) in CG_ForceElectrocution()
4158 if ( cent->gent && cent->gent->client ) in CG_StopWeaponSounds()
5075 if ( cent->gent && cent->gent->client ) in CG_Player()
5467 if ( cent->gent && cent->gent->NPC ) in CG_Player()
5587 if ( cent->gent && cent->gent->client ) in CG_Player()
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H A Dcg_ents.cpp539 gi.G2API_SetBoneAnimIndex( &cent->gent->ghoul2[cent->gent->playerModel], cent->gent->rootBone, in CG_General()
564 if ( s1->weapon == WP_SABER && cent->gent && cent->gent->owner && cent->gent->owner->inuse ) in CG_General()
575 cent->gent->weaponModel, cent->lerpOrigin, cent->lerpAngles ); in CG_General()
581 cent->lerpOrigin, cent->lerpAngles ); in CG_General()
628 0, cent->lerpOrigin, cent->lerpAngles ); in CG_General()
700 if ( cent->gent && cent->gent->forcePushTime > cg.time ) in CG_General()
882 if ( cent->gent && !cent->gent->inuse ) in CG_Item()
1748cent->gent->setTime = cgi_S_AddLocalSet( cent->gent->soundSet, cg.refdef.vieworg, cent->lerpOrigin… in CG_AddLocalSet()
1877 if ( cent->gent && cent->gent->owner && cent->gent->owner->ghoul2.size() ) in CG_Limb()
2096 …if ( cent->gent && cent->gent->soundSet && cent->gent->soundSet[0] && cent->currentState.eType != … in CG_AddCEntity()
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H A Dcg_snapshot.cpp36 cent->previousEvent = 0; in CG_ResetEntity()
40 VectorCopy (cent->currentState.origin, cent->lerpOrigin); in CG_ResetEntity()
41 VectorCopy (cent->currentState.angles, cent->lerpAngles); in CG_ResetEntity()
55 cent->currentState = cent->nextState; in CG_TransitionEntity()
60 CG_ResetEntity( cent ); in CG_TransitionEntity()
67 CG_CheckEvents( cent ); in CG_TransitionEntity()
82 centity_t *cent; in CG_SetInitialSnapshot() local
104 CG_ResetEntity( cent ); in CG_SetInitialSnapshot()
107 CG_CheckEvents( cent ); in CG_SetInitialSnapshot()
120 centity_t *cent; in CG_TransitionSnapshot() local
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/dports/games/openjk/OpenJK-07675e2/codemp/cgame/
H A Dcg_ents.c173 cSound = &cent->loopingSound[cent->numLoopingSounds]; in CG_S_AddLoopingSound()
225 memcpy(&cent->loopingSound[x-1], &cent->loopingSound[x], sizeof(cent->loopingSound[x])); in CG_S_StopLoopingSound()
925 VectorCopy(cent->lerpOrigin, cent->turAngles); in CG_General()
954 cent->lerpOrigin[k]=cent->turAngles[k]; in CG_General()
959 VectorCopy(cent->lerpOrigin, cent->turAngles); in CG_General()
1270 VectorCopy(cent->lerpOrigin, cent->turAngles); in CG_General()
1285 cent->lerpOrigin[k]=cent->turAngles[k]; in CG_General()
1288 if (cent->ghoul2 && cent->bolt4 != -1 && cent->trailTime < cg.time) in CG_General()
1295 …ap->G2API_GetBoltMatrix(cent->ghoul2, 0, cent->bolt4, &matrix, cent->lerpAngles, cent->lerpOrigin,… in CG_General()
1460cent->modelScale[0] = cent->modelScale[1] = cent->modelScale[2] = cent->currentState.iModelScale/1… in CG_General()
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H A Dcg_players.c4297cent->lerpOrigin, cent->lerpAngles, legs, legsAngles, &cent->pe.torso.yawing, &cent->pe.torso.pitc… in CG_G2PlayerAngles()
4298 …&cent->pe.legs.yawing, &cent->pe.torso.yawAngle, &cent->pe.torso.pitchAngle, &cent->pe.legs.yawAng… in CG_G2PlayerAngles()
4317cent->currentState.torsoAnim/*BOTH_DEAD1*/, boltOrg, &cent->ikStatus, cent->lerpOrigin, cent->lerp… in CG_G2PlayerAngles()
4323cent->currentState.torsoAnim/*BOTH_DEAD1*/, vec3_origin, &cent->ikStatus, cent->lerpOrigin, cent->… in CG_G2PlayerAngles()
7585 cent->smoothYaw = -cent->smoothYaw; in CG_G2Animated()
7587 cent->lerpAngles[YAW] = cent->smoothYaw+(cent->lerpAngles[YAW]-cent->smoothYaw)*angSmoothFactor; in CG_G2Animated()
8483cent->modelScale[0] = cent->modelScale[1] = cent->modelScale[2] = cent->currentState.iModelScale/1… in CG_Player()
8622 if (cent->npcClient->ghoul2Model != cent->ghoul2 && cent->ghoul2) in CG_Player()
8952 CG_CopyG2WeaponInstance(cent, cent->currentState.weapon, cent->ghoul2); in CG_Player()
10810 cent->frame_hold != cent->ghoul2) in CG_Player()
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H A Dcg_snapshot.c40 cent->previousEvent = 0; in CG_ResetEntity()
45 VectorCopy (cent->currentState.origin, cent->lerpOrigin); in CG_ResetEntity()
46 VectorCopy (cent->currentState.angles, cent->lerpAngles); in CG_ResetEntity()
55 if (cent->isRagging && (cent->currentState.eFlags & EF_DEAD)) in CG_ResetEntity()
57 VectorAdd(cent->lerpOrigin, cent->lerpOriginOffset, cent->lerpOrigin); in CG_ResetEntity()
74 cent->currentState = cent->nextState; in CG_TransitionEntity()
79 CG_ResetEntity( cent ); in CG_TransitionEntity()
86 CG_CheckEvents( cent ); in CG_TransitionEntity()
103 centity_t *cent; in CG_SetInitialSnapshot() local
155 centity_t *cent; in CG_TransitionSnapshot() local
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/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/cgame/
H A Dcg_ents.c207 trap_S_UpdateEntityPosition( cent->currentState.number, cent->lerpOrigin ); in CG_SetEntitySoundPosition()
332cent->miscTime = cg.time + cent->currentState.frame * 100 + cent->currentState.clientNum * 100 * c… in CG_Speaker()
844 centity_t *cent; in CG_AdjustPositionForMover() local
931 if( cent->interpolate && cent->currentState.pos.trType == TR_INTERPOLATE ) in CG_CalcEntityLerpPositions()
939 if( cent->interpolate && cent->currentState.pos.trType == TR_LINEAR_STOP && in CG_CalcEntityLerpPositions()
991 cent->buildableAnim = cent->lerpFrame.animationNumber = BANIM_NONE; in CG_CEntityPVSEnter()
1073 CG_Mover( cent ); in CG_AddCEntity()
1077 CG_Beam( cent ); in CG_AddCEntity()
1178 if( cent->valid && !cent->oldValid ) in CG_AddPacketEntities()
1180 else if( !cent->valid && cent->oldValid ) in CG_AddPacketEntities()
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H A Dcg_animmapobj.c34 CG_RunLerpFrame( &cent->lerpFrame ); in CG_DoorAnimation()
36 *old = cent->lerpFrame.oldFrame; in CG_DoorAnimation()
37 *now = cent->lerpFrame.frame; in CG_DoorAnimation()
38 *backLerp = cent->lerpFrame.backlerp; in CG_DoorAnimation()
47 void CG_ModelDoor( centity_t *cent ) in CG_ModelDoor() argument
54 es = &cent->currentState; in CG_ModelDoor()
90 cent->doorState = es->legsAnim; in CG_ModelDoor()
121 cent->miscTime = cg.time; in CG_AMOAnimation()
125 *now = cent->lerpFrame.frame; in CG_AMOAnimation()
142 es = &cent->currentState; in CG_AnimMapObj()
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/dports/games/ioquake3/ioquake3-1.36/code/cgame/
H A Dcg_ents.c113 trap_S_UpdateEntityPosition( cent->currentState.number, cent->lerpOrigin ); in CG_SetEntitySoundPosition()
218cent->miscTime = cg.time + cent->currentState.frame * 100 + cent->currentState.clientNum * 100 * c… in CG_Speaker()
666 centity_t *cent; in CG_AdjustPositionForMover() local
953 CG_General( cent );
956 CG_Player( cent );
959 CG_Item( cent );
962 CG_Missile( cent );
965 CG_Mover( cent );
968 CG_Beam( cent );
971 CG_Portal( cent );
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/dports/games/ioquake3-server/ioquake3-1.36/code/cgame/
H A Dcg_ents.c113 trap_S_UpdateEntityPosition( cent->currentState.number, cent->lerpOrigin ); in CG_SetEntitySoundPosition()
218cent->miscTime = cg.time + cent->currentState.frame * 100 + cent->currentState.clientNum * 100 * c… in CG_Speaker()
666 centity_t *cent; in CG_AdjustPositionForMover() local
953 CG_General( cent );
956 CG_Player( cent );
959 CG_Item( cent );
962 CG_Missile( cent );
965 CG_Mover( cent );
968 CG_Beam( cent );
971 CG_Portal( cent );
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/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/cgame/
H A Dcg_ents.c113 trap_S_UpdateEntityPosition( cent->currentState.number, cent->lerpOrigin ); in CG_SetEntitySoundPosition()
218cent->miscTime = cg.time + cent->currentState.frame * 100 + cent->currentState.clientNum * 100 * c… in CG_Speaker()
666 centity_t *cent; in CG_AdjustPositionForMover() local
953 CG_General( cent );
956 CG_Player( cent );
959 CG_Item( cent );
962 CG_Missile( cent );
965 CG_Mover( cent );
968 CG_Beam( cent );
971 CG_Portal( cent );
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/dports/games/evq3/evq3/code/cgame/
H A Dcg_ents.c113 trap_S_UpdateEntityPosition( cent->currentState.number, cent->lerpOrigin ); in CG_SetEntitySoundPosition()
218cent->miscTime = cg.time + cent->currentState.frame * 100 + cent->currentState.clientNum * 100 * c… in CG_Speaker()
666 centity_t *cent; in CG_AdjustPositionForMover() local
953 CG_General( cent );
956 CG_Player( cent );
959 CG_Item( cent );
962 CG_Missile( cent );
965 CG_Mover( cent );
968 CG_Beam( cent );
971 CG_Portal( cent );
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/dports/math/igraph/igraph-0.9.5/examples/simple/
H A Dcentralization.c32 igraph_real_t cent; in main() local
43 if (cent != 1.0) { in main()
52 if (cent != 1.0) { in main()
69 if (cent != 1.0) { in main()
78 if (cent != 1.0) { in main()
95 if (cent != 1.0) { in main()
104 if (cent != 1.0) { in main()
114 if (!ALMOST_EQUALS(cent, 1.0)) { in main()
132 &arpack_options, &cent, in main()
136 if (!ALMOST_EQUALS(cent, 1.0)) { in main()
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/dports/japanese/groff/groff-1.18.1.1/src/preproc/pic/
H A Dcommon.cc45 circle(cent, rad, slt, -1.0); in dashed_circle()
88 distance c = cent - start; in compute_arc_center()
104 if (!compute_arc_center(start, cent, end, &c)) { in dashed_arc()
164 cent, in solid_arc()
174 filled_rounded_box(cent, dim, rad, fill); in rounded_box()
179 dashed_rounded_box(cent, dim, rad, lt); in rounded_box()
182 dotted_rounded_box(cent, dim, rad, lt); in rounded_box()
185 solid_rounded_box(cent, dim, rad, lt); in rounded_box()
281 solid_arc(cent, rad, start_angle + pos/rad, in dash_arc()
444 position tem = cent - dim/2.0; in solid_rounded_box()
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