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Searched refs:dynamic_radius (Results 1 – 6 of 6) sorted by relevance

/dports/games/doomlegacy/doomlegacy_1.48.8_source/src/hardware/
H A Dhw_light.c260 if( ! SphereTouchBBox3D(&wlVerts[2], &wlVerts[0], light_pos, lsp->dynamic_radius ) ) in HWR_WallLighting()
293 s = 0.5f / lsp->dynamic_radius; in HWR_WallLighting()
353 if( ! SphereTouchBBox3D(&p1, &p2, light_pos, lsp->dynamic_radius) ) in HWR_PlaneLighting()
369 s = 0.5f / lsp->dynamic_radius; in HWR_PlaneLighting()
652 h->dynamic_sqrradius = h->dynamic_radius * h->dynamic_radius; in HWR_Init_Light()
797 dynlights->p_lspr[lightnum]->dynamic_radius ) in HWR_AddLightMapForLine()
830 dynlights->p_lspr[lightnum]->dynamic_radius ) in HWR_CheckSubsector()
/dports/games/doomlegacy/doomlegacy_1.48.8_source/src/
H A Dr_defs.h694 float dynamic_radius; // radius of the light ball member
H A Dt_func.c4390 sl->dynamic_radius = fval; in SF_SetCorona()
4423 sl->dynamic_radius = FIXED_TO_FLOAT(t_argv[7].value.f); in SF_SetCorona()
4425 sl->dynamic_sqrradius = sl->dynamic_radius * sl->dynamic_radius; in SF_SetCorona()
/dports/games/SRB2/SRB2-SRB2_release_2.2.9/src/hardware/
H A Dhw_light.c33 #define DL_RADIUS(x) dynlights->p_lspr[(x)]->dynamic_radius
1219 lspr[i].dynamic_sqrradius = lspr[i].dynamic_radius*lspr[i].dynamic_radius; in HWR_InitLight()
/dports/games/SRB2/SRB2-SRB2_release_2.2.9/src/
H A Dr_defs.h510 float dynamic_radius; // radius of the light ball member
H A Ddeh_soc.c798 lspr[num].dynamic_radius = fvalue; in readlight()