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

/dports/games/el/Eternal-Lands-1.9.5.9-1/
H A Dmissiles.c362 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()
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H A Dcal.h59 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…
H A Dactors.c1759 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()
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H A Dcal.c827 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()
H A Dmissiles.h128 actor *in_act, float *in_target);
H A Dactors.h870 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…
/dports/games/openglad/openglad-0.98/src/
H A Dwalker.h142 bool in_act; variable
H A Dtreasure.cpp154 if (eater->in_act) return 1; in eat_me()
H A Dscreen.cpp850 here->ob->in_act = 1; // Zardus: while acting, in_act is set in act()
852 here->ob->in_act = 0; in act()