Searched refs:in_act (Results 1 – 9 of 9) sorted by relevance
/dports/games/el/Eternal-Lands-1.9.5.9-1/ |
H A D | missiles.c | 362 float act_z_rot = in_act->z_rot; in missiles_compute_actor_rotation() 364 if (in_act->rotating) { in missiles_compute_actor_rotation() 366 in_act->actor_name, in_act->actor_id); in missiles_compute_actor_rotation() 367 act_z_rot += in_act->rotate_z_speed * in_act->rotate_time_left; in missiles_compute_actor_rotation() 392 missiles_log_message("%s (%d): cos = %f ; sin = %f", in_act->actor_name, in_act->actor_id, cz, sz); in missiles_compute_actor_rotation() 400 origin[0] = in_act->x_pos + 0.25; in missiles_compute_actor_rotation() 401 origin[1] = in_act->y_pos + 0.25; in missiles_compute_actor_rotation() 402 origin[2] = get_actor_z(in_act) + 1.4 * get_actor_scale(in_act); in missiles_compute_actor_rotation() 405 in_act->actor_name, in_act->actor_id, in missiles_compute_actor_rotation() 422 in_act->actor_name, in_act->actor_id, in missiles_compute_actor_rotation() [all …]
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H A D | cal.h | 59 void cal_get_actor_bone_local_position(actor *in_act, int in_bone_id, float *in_shift, float *out_p… 68 void cal_get_actor_bone_absolute_position(actor *in_act, int in_bone_id, float *in_shift, float *ou…
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H A D | actors.c | 1759 void get_actor_rotation_matrix(actor *in_act, float *out_rot) in get_actor_rotation_matrix() argument 1763 MAT3_ROT_Z(out_rot, (180.0 - in_act->z_rot) * (M_PI / 180.0)); in get_actor_rotation_matrix() 1764 MAT3_ROT_X(tmp_rot1, in_act->x_rot * (M_PI / 180.0)); in get_actor_rotation_matrix() 1766 MAT3_ROT_Y(tmp_rot1, in_act->y_rot * (M_PI / 180.0)); in get_actor_rotation_matrix() 1772 float scale = get_actor_scale(in_act); in transform_actor_local_position_to_absolute() 1777 get_actor_rotation_matrix(in_act, rot); in transform_actor_local_position_to_absolute() 1783 out_pos[0] = out_pos[0] * scale + in_act->x_pos + 0.25; in transform_actor_local_position_to_absolute() 1784 out_pos[1] = out_pos[1] * scale + in_act->y_pos + 0.25; in transform_actor_local_position_to_absolute() 1785 out_pos[2] = out_pos[2] * scale + get_actor_z(in_act); in transform_actor_local_position_to_absolute() 1787 if (in_act->attached_actor >= 0) in transform_actor_local_position_to_absolute() [all …]
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H A D | cal.c | 827 void cal_get_actor_bone_local_position(actor *in_act, int in_bone_id, float *in_shift, float *out_p… in cal_get_actor_bone_local_position() argument 835 skel = CalModel_GetSkeleton(in_act->calmodel); in cal_get_actor_bone_local_position() 860 void cal_get_actor_bone_absolute_position(actor *in_act, int in_bone_id, float *in_shift, float *ou… in cal_get_actor_bone_absolute_position() argument 864 get_actor_rotation_matrix(in_act, act_rot); in cal_get_actor_bone_absolute_position() 865 cal_get_actor_bone_local_position(in_act, in_bone_id, in_shift, pos); in cal_get_actor_bone_absolute_position() 866 transform_actor_local_position_to_absolute(in_act, pos, act_rot, out_pos); in cal_get_actor_bone_absolute_position()
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H A D | missiles.h | 128 actor *in_act, float *in_target);
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H A D | actors.h | 870 void get_actor_rotation_matrix(actor *in_act, float *out_rot); 879 void transform_actor_local_position_to_absolute(actor *in_act, float *in_local_pos, float *in_act_r…
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/dports/games/openglad/openglad-0.98/src/ |
H A D | walker.h | 142 bool in_act; variable
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H A D | treasure.cpp | 154 if (eater->in_act) return 1; in eat_me()
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H A D | screen.cpp | 850 here->ob->in_act = 1; // Zardus: while acting, in_act is set in act() 852 here->ob->in_act = 0; in act()
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