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Searched refs:gun_point (Results 1 – 19 of 19) sorted by relevance

/dports/games/d2x/d2x-0.2.5/main/
H A Dai.c571 vms_vector gun_point; in do_ai_frame() local
700 calc_gun_point(&gun_point, obj, aip->CURRENT_GUN); in do_ai_frame()
702 calc_gun_point(&gun_point, obj, 0); in do_ai_frame()
703 vis_vec_pos = gun_point; in do_ai_frame()
706 vm_vec_zero(&gun_point); in do_ai_frame()
1112 …ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, play… in do_ai_frame()
1270 …ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, play… in do_ai_frame()
1308 …ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, play… in do_ai_frame()
1347 …ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, play… in do_ai_frame()
1447 …ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, play… in do_ai_frame()
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H A Dai2.c2475 if ((gun_point->x == 0) && (gun_point->y == 0) && (gun_point->z == 0)) { in ai_do_actual_firing_stuff()
2483 ai_fire_laser_at_player(obj, gun_point, gun_num, &fire_pos); in ai_do_actual_firing_stuff()
2488 calc_gun_point(gun_point, obj, 0); in ai_do_actual_firing_stuff()
2489 ai_fire_laser_at_player(obj, gun_point, 0, &fire_pos); in ai_do_actual_firing_stuff()
2494 ai_fire_laser_at_player(obj, gun_point, gun_num, &fire_pos); in ai_do_actual_firing_stuff()
2531 ai_fire_laser_at_player(obj, gun_point, gun_num, &Believed_player_pos); in ai_do_actual_firing_stuff()
2570 if ((gun_point->x == 0) && (gun_point->y == 0) && (gun_point->z == 0)) { in ai_do_actual_firing_stuff()
2578 ai_fire_laser_at_player(obj, gun_point, gun_num, &Last_fired_upon_player_pos); in ai_do_actual_firing_stuff()
2581 calc_gun_point(gun_point, obj, 0); in ai_do_actual_firing_stuff()
2582 ai_fire_laser_at_player(obj, gun_point, 0, &Last_fired_upon_player_pos); in ai_do_actual_firing_stuff()
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H A Drobot.c91 void calc_gun_point(vms_vector *gun_point,object *obj,int gun_num) in calc_gun_point() argument
133 vm_vec_rotate(gun_point,&pnt,&m); in calc_gun_point()
134 vm_vec_add2(gun_point,&obj->pos); in calc_gun_point()
H A Dcntrlcen.c71 void calc_controlcen_gun_point(vms_vector *gun_point,vms_vector *gun_dir,object *obj,int gun_num) in calc_controlcen_gun_point() argument
87 vm_vec_rotate(gun_point,&reactor->gun_points[gun_num],&m); in calc_controlcen_gun_point()
88 vm_vec_add2(gun_point,&obj->pos); in calc_controlcen_gun_point()
H A Dmultibot.c840 vms_vector fire, gun_point; in multi_do_robot_fire() local
864 vm_vec_add(&gun_point, &Objects[botnum].pos, &fire); in multi_do_robot_fire()
868 calc_gun_point(&gun_point, &Objects[botnum], gun_num); in multi_do_robot_fire()
873 Laser_create_new_easy( &fire, &gun_point, botnum, PROXIMITY_ID, 1); in multi_do_robot_fire()
875 Laser_create_new_easy( &fire, &gun_point, botnum, SUPERPROX_ID, 1); in multi_do_robot_fire()
877 Laser_create_new_easy( &fire, &gun_point, botnum, robptr->weapon_type, 1); in multi_do_robot_fire()
H A Drobot.h151 void calc_gun_point(vms_vector *gun_point,object *obj,int gun_num);
H A Dai.h436 …nfo *robptr, vms_vector *vec_to_player, fix dist_to_player, vms_vector *gun_point, int player_visi…
H A Dlaser.c1238 vms_vector gun_point, *pnt; in Laser_player_fire_spread_delay() local
1248 vm_vec_rotate(&gun_point,pnt,&m); in Laser_player_fire_spread_delay()
1250 vm_vec_add(&LaserPos,&obj->pos,&gun_point); in Laser_player_fire_spread_delay()
/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/
H A Dai.cpp2778 if ((gun_point.x == 0) && (gun_point.y == 0) && (gun_point.z == 0)) { in ai_do_actual_firing_stuff()
2783 ai_fire_laser_at_player(LevelSharedSegmentState, obj, player_info, gun_point, 0); in ai_do_actual_firing_stuff()
2808 ai_fire_laser_at_player(LevelSharedSegmentState, obj, player_info, gun_point, 0); in ai_do_actual_firing_stuff()
2865 if ((gun_point.x == 0) && (gun_point.y == 0) && (gun_point.z == 0)) { in ai_do_actual_firing_stuff()
2877 calc_gun_point(gun_point, obj, 0); in ai_do_actual_firing_stuff()
2952 if ((gun_point.x == 0) && (gun_point.y == 0) && (gun_point.z == 0)) { in ai_do_actual_firing_stuff()
2965 calc_gun_point(gun_point, obj, 0); in ai_do_actual_firing_stuff()
3184 vms_vector gun_point; in do_ai_frame() local
3353 calc_gun_point(gun_point, obj, gun_num); in do_ai_frame()
3354 vis_vec_pos = gun_point; in do_ai_frame()
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H A Drobot.cpp51 void calc_gun_point(vms_vector &gun_point, const object_base &obj, unsigned gun_num) in calc_gun_point() argument
81 vm_vec_rotate(gun_point,pnt,m); in calc_gun_point()
82 vm_vec_add2(gun_point, obj.pos); in calc_gun_point()
H A Dcntrlcen.cpp75 auto &gun_point = obj.ctype.reactor_info.gun_pos[gun_num]; in calc_controlcen_gun_point() local
78 vm_vec_rotate(gun_point, r.gun_points[gun_num], m); in calc_controlcen_gun_point()
79 vm_vec_add2(gun_point, obj.pos); in calc_controlcen_gun_point()
H A Dlaser.cpp1305 const auto gun_point = vm_vec_rotate(*pnt,m); in Laser_player_fire_spread_delay() local
1307 auto LaserPos = vm_vec_add(obj->pos,gun_point); in Laser_player_fire_spread_delay()
/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/common/main/
H A Drobot.h232 void calc_gun_point(vms_vector &gun_point, const object_base &obj, unsigned gun_num);
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/hud/
H A Dhudtarget.cpp3960 vec3d gun_point; in renderLeadCurrentTarget() local
3961 vm_vec_unrotate(&gun_point, rel_pos, &Player_obj->orient); in renderLeadCurrentTarget()
3962 vm_vec_add2(&source_pos, &gun_point); in renderLeadCurrentTarget()
4082 vec3d gun_point; in renderLeadQuick() local
4083 vm_vec_unrotate(&gun_point, rel_pos, &Player_obj->orient); in renderLeadQuick()
4084 vm_vec_add2(&source_pos, &gun_point); in renderLeadQuick()
4245 vec3d gun_point; in render() local
4246 vm_vec_unrotate(&gun_point, rel_pos, &Player_obj->orient); in render()
4247 vm_vec_add2(&source_pos, &gun_point); in render()
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/hud/
H A Dhudtarget.cpp3993 vec3d gun_point; in renderLeadCurrentTarget() local
3994 vm_vec_unrotate(&gun_point, rel_pos, &Player_obj->orient); in renderLeadCurrentTarget()
3995 vm_vec_add2(&source_pos, &gun_point); in renderLeadCurrentTarget()
4113 vec3d gun_point; in renderLeadQuick() local
4114 vm_vec_unrotate(&gun_point, rel_pos, &Player_obj->orient); in renderLeadQuick()
4115 vm_vec_add2(&source_pos, &gun_point); in renderLeadQuick()
4277 vec3d gun_point; in render() local
4278 vm_vec_unrotate(&gun_point, rel_pos, &Player_obj->orient); in render()
4279 vm_vec_add2(&source_pos, &gun_point); in render()
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/ai/
H A Daicode.cpp1186 vec3d gun_point; in ai_turn_towards_vector() local
1187 vm_vec_unrotate(&gun_point, rel_pos, &objp->orient); in ai_turn_towards_vector()
1188 vm_vec_add2(&src, &gun_point); in ai_turn_towards_vector()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ai/
H A Daicode.cpp1303 vec3d gun_point; in ai_turn_towards_vector() local
1304 vm_vec_unrotate(&gun_point, rel_pos, &objp->orient); in ai_turn_towards_vector()
1305 vm_vec_add2(&src, &gun_point); in ai_turn_towards_vector()
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/ship/
H A Dship.cpp10018 vec3d gun_point, pnt, firing_pos, target_position, target_velocity_vec; in ship_fire_primary() local
10538 vm_vec_unrotate(&gun_point, &pnt, &obj->orient); in ship_fire_primary()
10539 vm_vec_add(&firing_pos, &gun_point, &obj->pos); in ship_fire_primary()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ship/
H A Dship.cpp11296 vec3d gun_point, pnt, firing_pos, target_position, target_velocity_vec; in ship_fire_primary() local
11864 vm_vec_unrotate(&gun_point, &pnt, &obj->orient); in ship_fire_primary()
11865 vm_vec_add(&firing_pos, &gun_point, &obj->pos); in ship_fire_primary()