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Searched refs:gsubpos (Results 1 – 9 of 9) sorted by relevance

/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ai/
H A Daibig.cpp403 vec3d geye, gsubpos; in ai_big_maybe_follow_subsys_path() local
413 vm_vec_unrotate(&gsubpos, &aip->targeted_subsys->system_info->pnt, &En_objp->orient); in ai_big_maybe_follow_subsys_path()
414 vm_vec_add2(&gsubpos, &En_objp->pos); in ai_big_maybe_follow_subsys_path()
423 vm_vec_normalized_dir(&subsys_to_eye, &geye, &gsubpos); in ai_big_maybe_follow_subsys_path()
428 if ( ship_subsystem_in_sight(En_objp, aip->targeted_subsys, &geye, &gsubpos, 1) ) { in ai_big_maybe_follow_subsys_path()
546 vec3d geye, gsubpos; in ai_new_maybe_reposition_attack_subsys() local
555 vm_vec_unrotate(&gsubpos, &aip->targeted_subsys->system_info->pnt, &En_objp->orient); in ai_new_maybe_reposition_attack_subsys()
556 vm_vec_add2(&gsubpos, &En_objp->pos); in ai_new_maybe_reposition_attack_subsys()
559 if (ship_subsystem_in_sight(En_objp, aip->targeted_subsys, &geye, &gsubpos, 0)) in ai_new_maybe_reposition_attack_subsys()
564 vec3d tgt2subsys = gsubpos - target_objp->pos; in ai_new_maybe_reposition_attack_subsys()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/ai/
H A Daibig.cpp394 vec3d geye, gsubpos; in ai_big_maybe_follow_subsys_path() local
404 vm_vec_unrotate(&gsubpos, &aip->targeted_subsys->system_info->pnt, &En_objp->orient); in ai_big_maybe_follow_subsys_path()
405 vm_vec_add2(&gsubpos, &En_objp->pos); in ai_big_maybe_follow_subsys_path()
413 …subsys_path_normal(&Ships[target_objp->instance], aip->targeted_subsys, &gsubpos, &subsys_normal) … in ai_big_maybe_follow_subsys_path()
414 vm_vec_normalized_dir(&subsys_to_eye, &geye, &gsubpos); in ai_big_maybe_follow_subsys_path()
419 if ( ship_subsystem_in_sight(En_objp, aip->targeted_subsys, &geye, &gsubpos, 1) ) { in ai_big_maybe_follow_subsys_path()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/hud/
H A Dhudtarget.cpp1797 vec3d gsubpos, vec_to_subsys; in hud_target_live_turret() local
1800 get_subsystem_world_pos(objp, A, &gsubpos); in hud_target_live_turret()
1801 distance = vm_vec_normalized_dir(&vec_to_subsys, &gsubpos, &View_position); in hud_target_live_turret()
2078 vec3d gsubpos; in evaluate_ship_as_closest_target() local
2080 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &objp->orient); in evaluate_ship_as_closest_target()
2081 vm_vec_add2(&gsubpos, &objp->pos); in evaluate_ship_as_closest_target()
2082 new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos); in evaluate_ship_as_closest_target()
3561 vec3d gsubpos; in hud_show_hostile_triangle() local
3563 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &A->orient); in hud_show_hostile_triangle()
3564 vm_vec_add2(&gsubpos, &A->pos); in hud_show_hostile_triangle()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/hud/
H A Dhudtarget.cpp1786 vec3d gsubpos, vec_to_subsys; in hud_target_live_turret() local
1789 get_subsystem_world_pos(objp, A, &gsubpos); in hud_target_live_turret()
1790 distance = vm_vec_normalized_dir(&vec_to_subsys, &gsubpos, &View_position); in hud_target_live_turret()
2133 vec3d gsubpos; in evaluate_ship_as_closest_target() local
2135 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &objp->orient); in evaluate_ship_as_closest_target()
2136 vm_vec_add2(&gsubpos, &objp->pos); in evaluate_ship_as_closest_target()
2137 new_distance = vm_vec_dist_quick(&gsubpos, &Player_obj->pos); in evaluate_ship_as_closest_target()
3606 vec3d gsubpos; in hud_show_hostile_triangle() local
3608 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &A->orient); in hud_show_hostile_triangle()
3609 vm_vec_add2(&gsubpos, &A->pos); in hud_show_hostile_triangle()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/ship/
H A Dship.h1740 int ship_return_subsys_path_normal(ship *sp, ship_subsys *ss, vec3d *gsubpos, vec3d *norm);
H A Dship.cpp12490 vec3d gsubpos; in ship_get_best_subsys_to_attack() local
12500 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &Objects[sp->objnum].orient); in ship_get_best_subsys_to_attack()
12501 vm_vec_add2(&gsubpos, &Objects[sp->objnum].pos); in ship_get_best_subsys_to_attack()
12519 if ( ship_subsystem_in_sight(&Objects[sp->objnum], ss, attacker_pos, &gsubpos) ) { in ship_get_best_subsys_to_attack()
14154 int ship_return_subsys_path_normal(ship *shipp, ship_subsys *ss, vec3d *gsubpos, vec3d *norm) in ship_return_subsys_path_normal() argument
14176 vm_vec_normalized_dir(norm, &gpath_point, gsubpos); in ship_return_subsys_path_normal()
14290 vec3d gsubpos; in ship_get_closest_subsys_in_sight() local
14301 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &Objects[sp->objnum].orient); in ship_get_closest_subsys_in_sight()
14302 vm_vec_add2(&gsubpos, &Objects[sp->objnum].pos); in ship_get_closest_subsys_in_sight()
14304 if ( ship_subsystem_in_sight(&Objects[sp->objnum], ss, attacker_pos, &gsubpos) ) { in ship_get_closest_subsys_in_sight()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ship/
H A Dship.h1727 int ship_return_subsys_path_normal(ship *sp, ship_subsys *ss, vec3d *gsubpos, vec3d *norm);
H A Dship.cpp13816 vec3d gsubpos; in ship_get_best_subsys_to_attack() local
13826 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &Objects[sp->objnum].orient); in ship_get_best_subsys_to_attack()
13827 vm_vec_add2(&gsubpos, &Objects[sp->objnum].pos); in ship_get_best_subsys_to_attack()
13845 if ( ship_subsystem_in_sight(&Objects[sp->objnum], ss, attacker_pos, &gsubpos) ) { in ship_get_best_subsys_to_attack()
15404 int ship_return_subsys_path_normal(ship *shipp, ship_subsys *ss, vec3d *gsubpos, vec3d *norm) in ship_return_subsys_path_normal() argument
15426 vm_vec_normalized_dir(norm, &gpath_point, gsubpos); in ship_return_subsys_path_normal()
15540 vec3d gsubpos; in ship_get_closest_subsys_in_sight() local
15551 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &Objects[sp->objnum].orient); in ship_get_closest_subsys_in_sight()
15552 vm_vec_add2(&gsubpos, &Objects[sp->objnum].pos); in ship_get_closest_subsys_in_sight()
15554 if ( ship_subsystem_in_sight(&Objects[sp->objnum], ss, attacker_pos, &gsubpos) ) { in ship_get_closest_subsys_in_sight()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/weapon/
H A Dweapons.cpp9158 vec3d gsubpos; in weapon_multilock_can_lock_on_subsys() local
9159 vm_vec_unrotate(&gsubpos, &target_subsys->system_info->pnt, &target->orient); in weapon_multilock_can_lock_on_subsys()
9160 vm_vec_add2(&gsubpos, &target->pos); in weapon_multilock_can_lock_on_subsys()
9165 return ship_subsystem_in_sight(target, target_subsys, &eye_pos, &gsubpos) == 1; in weapon_multilock_can_lock_on_subsys()