Searched refs:glow_anim (Results 1 – 7 of 7) sorted by relevance
/dports/games/formido/formido-1.0.1/src/ |
H A D | powerup.cpp | 298 add_blit(pu_glow, bmp, x-pu_glow->w/2, y-pu_glow->h/2, (0.5+SIN(glow_anim)*0.5)*255); in draw() 300 add_blit8(pu_glow, bmp, x-pu_glow->w/2, y-pu_glow->h/2, (0.5+SIN(glow_anim)*0.5)*255); in draw() 330 glow_anim = add_angle(glow_anim, 10); in move()
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/dports/games/tomatoes/tomatoes-1.55/src/ |
H A D | helpers.cpp | 133 glow_anim = add_angle(glow_anim, 6.0f); in move() 236 size = 0.75f + (SIN(glow_anim) * 0.2f); in draw() 254 glow_anim = RANDF(0,359); in clear()
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/dports/games/formido/formido-1.0.1/include/ |
H A D | powerup.h | 66 float glow_anim; // Glow animation variable
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/dports/games/tomatoes/tomatoes-1.55/include/ |
H A D | helpers.h | 58 float glow_anim; // Glow animation counter variable
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/lab/ |
H A D | lab.cpp | 548 generic_anim *flame_anim = NULL, *glow_anim = NULL; in labviewer_add_model_thrusters() local 569 glow_anim = &sip->thruster_glow_info.afterburn; // select afterburner glow in labviewer_add_model_thrusters() 577 glow_anim = &species->thruster_info.glow.normal; // select normal glow in labviewer_add_model_thrusters() 584 glow_anim = &wip->thruster_glow; in labviewer_add_model_thrusters() 589 glow_anim = &sip->thruster_glow_info.normal; // select normal glow in labviewer_add_model_thrusters() 630 if (glow_anim->first_frame >= 0) { in labviewer_add_model_thrusters() 640 while (thruster_glow_frame > glow_anim->total_time) { in labviewer_add_model_thrusters() 641 thruster_glow_frame -= glow_anim->total_time; in labviewer_add_model_thrusters() 644 framenum = fl2i( (thruster_glow_frame * glow_anim->num_frames) / glow_anim->total_time ); in labviewer_add_model_thrusters() 646 CLAMP(framenum, 0, glow_anim->num_frames-1); in labviewer_add_model_thrusters() [all …]
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/ship/ |
H A D | ship.cpp | 7866 generic_anim *flame_anim, *glow_anim; in ship_do_thruster_frame() local 7930 if (glow_anim->first_frame >= 0) { in ship_do_thruster_frame() 7941 shipp->thruster_glow_frame -= glow_anim->total_time; in ship_do_thruster_frame() 7944 framenum = fl2i( (shipp->thruster_glow_frame*glow_anim->num_frames) / glow_anim->total_time ); in ship_do_thruster_frame() 7945 CLAMP(framenum, 0, (glow_anim->num_frames - 1)); in ship_do_thruster_frame() 7978 generic_anim *flame_anim, *glow_anim; in ship_do_weapon_thruster_frame() local 7996 glow_anim = &wip->thruster_glow; in ship_do_weapon_thruster_frame() 7998 glow_anim = &species->thruster_info.glow.normal; in ship_do_weapon_thruster_frame() 8024 if (glow_anim->first_frame >= 0) { in ship_do_weapon_thruster_frame() 8034 framenum = fl2i( (weaponp->thruster_glow_frame*glow_anim->num_frames) / glow_anim->total_time ); in ship_do_weapon_thruster_frame() [all …]
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ship/ |
H A D | ship.cpp | 8805 generic_anim *flame_anim, *glow_anim; in ship_do_thruster_frame() local 8830 glow_anim = &sinfo->thruster_glow_info.normal; // select normal glow in ship_do_thruster_frame() 8857 if (glow_anim->first_frame >= 0) { in ship_do_thruster_frame() 8860 …framenum = bm_get_anim_frame(glow_anim->first_frame, shipp->thruster_glow_frame, glow_anim->total_… in ship_do_thruster_frame() 8863 shipp->thruster_glow_bitmap = glow_anim->first_frame; // + framenum; in ship_do_thruster_frame() 8893 generic_anim *flame_anim, *glow_anim; in ship_do_weapon_thruster_frame() local 8911 glow_anim = &wip->thruster_glow; in ship_do_weapon_thruster_frame() 8913 glow_anim = &species->thruster_info.glow.normal; in ship_do_weapon_thruster_frame() 8930 if (glow_anim->first_frame >= 0) { in ship_do_weapon_thruster_frame() 8933 …framenum = bm_get_anim_frame(glow_anim->first_frame, weaponp->thruster_glow_frame, glow_anim->tota… in ship_do_weapon_thruster_frame() [all …]
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