Searched refs:dist_behind (Results 1 – 2 of 2) sorted by relevance
6334 float dist_behind; in calculatePosition() local6348 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()
6292 float dist_behind; in calculatePosition() local6306 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()