/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/weapon/ |
H A D | flak.cpp | 86 void flak_jitter_aim(vec3d *dir, float dist_to_target, float weapon_subsys_strength, weapon_info* w… in flak_jitter_aim() argument 112 vm_vec_scale(&final_aim, dist_to_target); in flak_jitter_aim()
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H A D | flak.h | 41 void flak_jitter_aim(vec3d *dir, float dist_to_target, float weapon_subsys_strength, weapon_info* w…
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H A D | swarm.cpp | 189 float dist_to_target = vm_vec_normalized_dir(&vec_to_goal, &target_pos, &objp->pos); in swarm_update_direction() local 190 float time_to_target = dist_to_target / wip->max_speed; in swarm_update_direction()
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H A D | weapons.cpp | 4983 float dist_to_target, time_to_target; in weapon_home() local 4985 dist_to_target = vm_vec_normalized_dir(&vec_to_goal, &target_pos, &obj->pos); in weapon_home() 4986 time_to_target = dist_to_target/max_speed; in weapon_home() 4997 if ((dist_to_target < flFrametime * obj->phys_info.speed * 4.0f + 10.0f) && in weapon_home() 5019 …if ((old_dot < wip->fov) && (dist_to_target > wip->shockwave.inner_rad*1.1f)) { // Delay finding n… in weapon_home() 9110 float dist_to_target = vm_vec_mag(&vec_to_target); in weapon_secondary_world_pos_in_range() local 9127 return dist_to_target <= weapon_range; in weapon_secondary_world_pos_in_range()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/weapon/ |
H A D | flak.cpp | 86 void flak_jitter_aim(vec3d *dir, float dist_to_target, float weapon_subsys_strength, weapon_info* w… in flak_jitter_aim() argument 112 vm_vec_scale(&final_aim, dist_to_target); in flak_jitter_aim()
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H A D | flak.h | 41 void flak_jitter_aim(vec3d *dir, float dist_to_target, float weapon_subsys_strength, weapon_info* w…
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H A D | weapons.cpp | 4348 float dist_to_target, time_to_target; in weapon_home() local 4350 dist_to_target = vm_vec_normalized_dir(&vec_to_goal, &target_pos, &obj->pos); in weapon_home() 4351 time_to_target = dist_to_target/max_speed; in weapon_home() 4362 if ((dist_to_target < flFrametime * obj->phys_info.speed * 4.0f + 10.0f) && in weapon_home() 4383 …if ((old_dot < wip->fov) && (dist_to_target > wip->shockwave.inner_rad*1.1f)) { // Delay finding n… in weapon_home()
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/dports/science/afni/afni-AFNI_21.3.16/src/SUMA/ |
H A D | SUMA_path_optimize.c | 814 double Vf_segment[3], dist_to_target = 0.0, dist = 0.0, dist_nrm[3], orig_dist = 0.0; in SUMA_Apply_Deformation() local 1036 …(SUMA_STDERR, " ORIGINAL DISTANCE = %g, DISTANCE TO TARGET = %g\n", orig_dist, dist_to_target); in SUMA_Apply_Deformation() 1037 dist_to_target = orig_dist; in SUMA_Apply_Deformation() 1048 delta_dist = (dist_to_target - orig_dist); in SUMA_Apply_Deformation() 1055 dt = (1.0-dtorig)*( ((dist_to_target - orig_dist )/(-orig_dist) ) + dtorig); in SUMA_Apply_Deformation() 1059 niter, dtorig, orig_dist, dist_to_target, dt); in SUMA_Apply_Deformation() 1061 niter, dist_to_target, dt); in SUMA_Apply_Deformation() 1067 fprintf(plot_dt, "%g %g\n", dist_to_target, dt); in SUMA_Apply_Deformation() 1294 dist_to_target = 0.0; in SUMA_Apply_Deformation() 1300 dist_to_target = dist_to_target + dist; in SUMA_Apply_Deformation() [all …]
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/dports/games/supertuxkart/SuperTuxKart-1.2-src/src/karts/controller/ |
H A D | arena_ai.cpp | 697 const float dist_to_target = in determinePath() local 699 if (lc.z() > 0 && dist > dist_to_target) in determinePath() 702 dist = dist_to_target; in determinePath()
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/dports/games/el/Eternal-Lands-1.9.5.9-1/eye_candy/ |
H A D | effect_targetmagic.cpp | 119 const coord_t dist_to_target = to_target.magnitude(); in idle() local 121 to_target /= dist_to_target; in idle() 126 if (((dist_to_source > dist_to_target) in idle() 130 if (dist_to_target > 0.5) in idle() 133 const percent_t percent = 0.5 / dist_to_target; in idle()
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/dports/games/pioneer/pioneer-20210723/src/ |
H A D | Game.cpp | 553 double dist_to_target = cloud->GetPositionRelTo(target_body).Length(); in SwitchToNormalSpace() local 554 double half_dist_to_target = dist_to_target / 2.0; in SwitchToNormalSpace() 567 while (travel_time > 0 && dist < dist_to_target) { in SwitchToNormalSpace() 576 cloud->GetPositionRelTo(target_body).Normalized() * (dist_to_target - dist); in SwitchToNormalSpace()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/hud/ |
H A D | hudtarget.cpp | 3638 time_to_target = dist_to_target / wip->max_speed; in hud_calculate_lead_pos() 3806 if ( dist_to_target < prange ) { in pickFrame() 3810 if ( dist_to_target < srange ) { in pickFrame() 3901 float dist_to_target, prange, srange; in renderLeadCurrentTarget() local 3988 frame_offset = pickFrame(prange, srange, dist_to_target); in renderLeadCurrentTarget() 4010 if (dist_to_target > max_dist) in renderLeadCurrentTarget() 4033 float dist_to_target, prange; in renderLeadQuick() local 4091 frame_offset = pickFrame(prange, -1.0f, dist_to_target); in renderLeadQuick() 4190 float dist_to_target, prange; in render() local 4255 if ( dist_to_target < prange ) { in render() [all …]
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H A D | hudtarget.h | 169 …get_pos, vec3d *target_pos, object *targetp, weapon_info *wip, float dist_to_target, vec3d *rel_po… 572 int pickFrame(float prange, float srange, float dist_to_target);
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H A D | hud.cpp | 1550 float dist_to_target; in hud_update_frame() local 1552 dist_to_target = vm_vec_dist_quick(&targetp->pos, &Player_obj->pos); in hud_update_frame() 1553 if (dist_to_target < BATTLE_START_MIN_TARGET_DIST) { in hud_update_frame()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/hud/ |
H A D | hudtarget.cpp | 3683 time_to_target = dist_to_target / wip->max_speed; in hud_calculate_lead_pos() 3839 if ( dist_to_target < prange ) { in pickFrame() 3843 if ( dist_to_target < srange ) { in pickFrame() 3934 float dist_to_target, prange, srange; in renderLeadCurrentTarget() local 4021 frame_offset = pickFrame(prange, srange, dist_to_target); in renderLeadCurrentTarget() 4041 if (dist_to_target > max_dist) in renderLeadCurrentTarget() 4064 float dist_to_target, prange; in renderLeadQuick() local 4122 frame_offset = pickFrame(prange, -1.0f, dist_to_target); in renderLeadQuick() 4222 float dist_to_target, prange, srange; in render() local 4298 if ( dist_to_target < prange ) { in render() [all …]
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H A D | hudtarget.h | 155 …get_pos, vec3d *target_pos, object *targetp, weapon_info *wip, float dist_to_target, vec3d *rel_po… 551 int pickFrame(float prange, float srange, float dist_to_target);
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H A D | hudlock.cpp | 340 float dist_to_target, weapon_range; in DCF_BOOL() local 350 dist_to_target = vm_vec_mag(vec_to_target); in DCF_BOOL() 367 if (dist_to_target > weapon_range) { in DCF_BOOL()
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H A D | hud.cpp | 1572 float dist_to_target; in hud_update_frame() local 1574 dist_to_target = vm_vec_dist_quick(&targetp->pos, &Player_obj->pos); in hud_update_frame() 1575 if (dist_to_target < BATTLE_START_MIN_TARGET_DIST) { in hud_update_frame()
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/dports/games/openage/openage-0.3.0-1262-ga554ab49/libopenage/unit/ |
H A D | action.cpp | 256 if (this->dist_to_target <= this->radius) { in update() 300 return this->dist_to_target; in distance_to_target() 315 this->dist_to_target = target_ptr->location->from_edge(this->entity->location->pos.draw); in update_distance()
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H A D | action.h | 268 coord::phys_t dist_to_target, radius; variable
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/ai/ |
H A D | aibig.cpp | 1247 float dist_to_target, dist_normal_to_target, time_to_target; in ai_big_strafe_maybe_retreat() local 1248 dist_to_target = vm_vec_mag_quick(&vec_to_target); in ai_big_strafe_maybe_retreat() 1255 dist_normal_to_target = MAX(0.2f*dist_to_target, dist_normal_to_target); in ai_big_strafe_maybe_retreat()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ai/ |
H A D | aibig.cpp | 1402 float dist_to_target, dist_normal_to_target, time_to_target; in ai_big_strafe_maybe_retreat() local 1403 dist_to_target = vm_vec_mag_quick(&vec_to_target); in ai_big_strafe_maybe_retreat() 1410 dist_normal_to_target = MAX(0.2f*dist_to_target, dist_normal_to_target); in ai_big_strafe_maybe_retreat()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ship/ |
H A D | ship.cpp | 11242 float dist_to_target = 0; in in_autoaim_fov() local 11272 dist_to_target = vm_vec_dist_quick(&Objects[shipp->objnum].pos, &target_position); in in_autoaim_fov() 11274 hud_calculate_lead_pos(&plr_to_target_vec, &target_position, obj, winfo_p, dist_to_target); in in_autoaim_fov() 11309 float dist_to_target = 0; // distance to target, for autoaim & automatic convergence in ship_fire_primary() local 11405 dist_to_target = vm_vec_dist_quick(&target_position, &obj->pos); in ship_fire_primary() 11620 time_to_target = dist_to_target / winfo_p->max_speed; in ship_fire_primary() 11629 …bjects[aip->target_objnum], &target_position, &predicted_target_pos, dist_to_target, &last_delta_v… in ship_fire_primary()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/ship/ |
H A D | ship.cpp | 10031 float dist_to_target = 0; // distance to target, for autoaim & automatic convergence in ship_fire_primary() local 10127 dist_to_target = vm_vec_dist_quick(&target_position, &obj->pos); in ship_fire_primary() 10303 time_to_target = dist_to_target / winfo_p->max_speed; in ship_fire_primary() 10307 …bjects[aip->target_objnum], &target_position, &predicted_target_pos, dist_to_target, &last_delta_v… in ship_fire_primary()
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