/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ai/ |
H A D | aibig.cpp | 403 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() [all …]
|
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/ai/ |
H A D | aibig.cpp | 394 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 D | hudtarget.cpp | 1797 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() [all …]
|
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/hud/ |
H A D | hudtarget.cpp | 1786 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() [all …]
|
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/ship/ |
H A D | ship.h | 1740 int ship_return_subsys_path_normal(ship *sp, ship_subsys *ss, vec3d *gsubpos, vec3d *norm);
|
H A D | ship.cpp | 12490 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() [all …]
|
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ship/ |
H A D | ship.h | 1727 int ship_return_subsys_path_normal(ship *sp, ship_subsys *ss, vec3d *gsubpos, vec3d *norm);
|
H A D | ship.cpp | 13816 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() [all …]
|
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/weapon/ |
H A D | weapons.cpp | 9158 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()
|