Searched refs:direction_index (Results 1 – 9 of 9) sorted by relevance
395 int direction_index; in MoveActiveSpells() local417 for (direction_index = 0; direction_index < RADIAL_SPELL_DIRECTIONS; direction_index++) { in MoveActiveSpells()433 AllActiveSpells[i].active_directions[direction_index] = FALSE; in MoveActiveSpells()438 AllActiveSpells[i].active_directions[direction_index] = FALSE; in MoveActiveSpells()443 AllActiveSpells[i].active_directions[direction_index] = FALSE; in MoveActiveSpells()476 direction_index = -1; in MoveActiveSpells()484 if (direction_index < 0) in MoveActiveSpells()485 direction_index = 0; in MoveActiveSpells()486 if (direction_index >= RADIAL_SPELL_DIRECTIONS) in MoveActiveSpells()487 direction_index = RADIAL_SPELL_DIRECTIONS - 1; in MoveActiveSpells()[all …]
2689 int direction_index; in PutBullet() local2706 …direction_index = ((CurBullet->angle + 360.0 + 360 / (2 * BULLET_DIRECTIONS)) * BULLET_DIRECTIONS … in PutBullet()2707 while (direction_index < 0) in PutBullet()2708 …direction_index += BULLET_DIRECTIONS; // just to make sure... a modulo ROTATION_ANGLES_PER_ROTATIO… in PutBullet()2709 while (direction_index >= BULLET_DIRECTIONS) in PutBullet()2710 …direction_index -= BULLET_DIRECTIONS; // just to make sure... a modulo ROTATION_ANGLES_PER_ROTATIO… in PutBullet()2722 struct image *bullet_image = &bullet_spec->image[direction_index][PhaseOfBullet]; in PutBullet()
137 uint32_t direction_index = (uint32_t)e.directions.size()-1; in create_circuit() local139 e.directions[left].winner = direction_index; in create_circuit()141 e.directions[left].loser = direction_index; in create_circuit()143 e.directions[right].winner = direction_index; in create_circuit()145 e.directions[right].loser = direction_index; in create_circuit()147 e.directions[left].winner = direction_index; in create_circuit()151 e.directions[direction_index].last = true; in create_circuit()155 e.directions[direction_index].winner = 0; in create_circuit()163 e.directions[direction_index].loser = 0; in create_circuit()
332 int direction_index = 0; in on_button_input_configuration_clicked() local343 for (; direction_index < J_MAX; direction_index ++) in on_button_input_configuration_clicked()345 if (!strncmp(joymap_reverse[direction_index], in on_button_input_configuration_clicked()353 gtk_grab_control(direction_index, player_number); in on_button_input_configuration_clicked()
688 void gtk_grab_control(int direction_index, int player_number) in gtk_grab_control() argument690 if (direction_index < J_PAD_START) in gtk_grab_control()694 individual_config[player_number].joy_mapping[direction_index] = in gtk_grab_control()699 if (direction_index < J_PXAXIS) in gtk_grab_control()703 individual_config[player_number].joy_mapping[direction_index] = in gtk_grab_control()712 individual_config[player_number].joy_mapping[direction_index] = in gtk_grab_control()
177 SpriteModel::Index direction_index = index; in rebuild() local180 direction_index.direction_nb = nb; in rebuild()181 DirectionItem* direction_item = new DirectionItem(model, direction_index); in rebuild()
916 my $direction_index = 1;924 if (! defined($root->{'extra'}->{'nodes_manuals'}->[$direction_index])) {927 if ($root->{'args'}->[$direction_index]) {929 $root->{'args'}->[$direction_index]);946 if ($root->{'args'}->[$direction_index]) {948 $root->{'args'}->[$direction_index]);951 $root->{'args'}->[$direction_index])])955 $direction_index++;
203 int direction_index = best_tube_index; in updateWeaponState() local207 direction_index = best_beam_index; in updateWeaponState()210 switch(direction_index) in updateWeaponState()220 else if (direction_index == 1) in updateWeaponState()
841 Index direction_index = index; in get_animation_max_num_frames() local843 max_num_frames = qMax(max_num_frames, get_direction_num_frames(direction_index)); in get_animation_max_num_frames()