/dports/games/d2x/d2x-0.2.5/main/ |
H A D | ai.c | 571 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() [all …]
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H A D | ai2.c | 2475 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() [all …]
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H A D | robot.c | 91 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()
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H A D | cntrlcen.c | 71 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()
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H A D | multibot.c | 840 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()
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H A D | robot.h | 151 void calc_gun_point(vms_vector *gun_point,object *obj,int gun_num);
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H A D | ai.h | 436 …nfo *robptr, vms_vector *vec_to_player, fix dist_to_player, vms_vector *gun_point, int player_visi…
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H A D | laser.c | 1238 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()
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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/ |
H A D | ai.cpp | 2778 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() [all …]
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H A D | robot.cpp | 51 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()
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H A D | cntrlcen.cpp | 75 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()
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H A D | laser.cpp | 1305 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()
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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/common/main/ |
H A D | robot.h | 232 void calc_gun_point(vms_vector &gun_point, const object_base &obj, unsigned gun_num);
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/hud/ |
H A D | hudtarget.cpp | 3960 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()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/hud/ |
H A D | hudtarget.cpp | 3993 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()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/ai/ |
H A D | aicode.cpp | 1186 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()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ai/ |
H A D | aicode.cpp | 1303 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()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/ship/ |
H A D | ship.cpp | 10018 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()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ship/ |
H A D | ship.cpp | 11296 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()
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