Home
last modified time | relevance | path

Searched refs:dist_behind (Results 1 – 2 of 2) sorted by relevance

/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/hud/
H A Dhudtarget.cpp6334 float dist_behind; in calculatePosition() local
6348 dist_behind = vm_vec_dot(&Player_obj->orient.vec.fvec, &targ_to_player); in calculatePosition()
6350 if (dist_behind < 0) { // still in front of player, but not in view in calculatePosition()
6351 dist_behind = dist_behind + 1.0f; in calculatePosition()
6352 if (dist_behind > 0.2 ){ in calculatePosition()
6353 triangle_sep = ( dist_behind ) * Max_front_seperation; in calculatePosition()
6358 triangle_sep = dist_behind * Max_offscreen_tri_seperation + Max_offscreen_tri_seperation; in calculatePosition()
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/hud/
H A Dhudtarget.cpp6292 float dist_behind; in calculatePosition() local
6306 dist_behind = vm_vec_dot(&Player_obj->orient.vec.fvec, &targ_to_player); in calculatePosition()
6308 if (dist_behind < 0) { // still in front of player, but not in view in calculatePosition()
6309 dist_behind = dist_behind + 1.0f; in calculatePosition()
6310 if (dist_behind > 0.2 ){ in calculatePosition()
6311 triangle_sep = ( dist_behind ) * Max_front_seperation; in calculatePosition()
6316 triangle_sep = dist_behind * Max_offscreen_tri_seperation + Max_offscreen_tri_seperation; in calculatePosition()