/dports/games/NBlood/NBlood-a1689a4/source/exhumed/src/ |
H A D | trigdat.cpp | 56 return (AngTable[(edx / y) & kAngleMask] + 512) & kAngleMask; in GetMyAngle() 61 return ((512 - AngTable[(esi / ebx) & kAngleMask]) + 512) & kAngleMask; in GetMyAngle() 75 return ((1024 - AngTable[(edx / ecx) & kAngleMask]) + 512) & kAngleMask; in GetMyAngle() 80 return (AngTable[(edx / ebx) & kAngleMask] + 1024) & kAngleMask; in GetMyAngle() 95 return (AngTable[(esi / ebx) & kAngleMask] + 2048) & kAngleMask; in GetMyAngle() 100 return ((2048 - AngTable[(edx / ecx) & kAngleMask]) + 512) & kAngleMask; in GetMyAngle() 114 return ((1536 - AngTable[(edx / ebx) & kAngleMask]) + 512) & kAngleMask; in GetMyAngle() 119 return (AngTable[(edx / ecx) & kAngleMask] + 1536) & kAngleMask; in GetMyAngle() 128 int diff = (b - a) & kAngleMask; in AngleDiff()
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H A D | lion.cpp | 302 sprite[nSprite].ang = RandomWord() & kAngleMask; in FuncLion() 346 sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; in FuncLion() 378 sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; in FuncLion() 442 short nScanAngle = (sprite[nSprite].ang - 512) & kAngleMask; in FuncLion() 470 nScanAngle &= kAngleMask; in FuncLion() 496 sprite[nSprite].ang = (GetWallNormal(nMov & 0x3FFF) + 1024) & kAngleMask; in FuncLion() 514 sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; in FuncLion() 537 … sprite[nSprite].ang = (RandomSize(9) + (sprite[nSprite].ang + 768)) & kAngleMask; in FuncLion()
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H A D | engine.h | 59 return sintable[angle & kAngleMask]; in Sin() 64 return sintable[(angle + 512) & kAngleMask]; in Cos()
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H A D | wasp.cpp | 228 sprite[nSprite].ang &= kAngleMask; in FuncWasp() 243 sprite[nSprite].ang = (sprite[nSprite].ang + 1024) & kAngleMask; in FuncWasp() 294 WaspList[nWasp].nAttackTime &= kAngleMask; in FuncWasp() 371 sprite[nSprite].ang &= kAngleMask; in FuncWasp()
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H A D | trigdat.h | 27 #define kAngleMask 0x7FF macro
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H A D | snake.cpp | 289 int nAngle2 = (nAngle - GetAngleToSprite(nSprite, i)) & kAngleMask; in FindSnakeEnemy() 384 int var_28 = (nAngle + 512) & kAngleMask; in FuncSnake() 407 var_20 = (var_20 + 128) & kAngleMask; in FuncSnake()
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H A D | queen.cpp | 275 nAngle = (nAngDelta + sprite[nSprite].ang) & kAngleMask; in QueenAngleChase() 277 pSprite->zvel = (AngleDelta(pSprite->zvel, var_14, 24) + pSprite->zvel) & kAngleMask; in QueenAngleChase() 403 sprite[nSprite2].ang = (RandomSize(9) + (nAngle - 256)) & kAngleMask; in BuildQueenEgg() 584 sprite[nSprite].ang &= kAngleMask; in FuncQueenEgg() 884 sprite[nSprite].ang &= kAngleMask; in FuncQueenHead() 950 int nAngle = RandomSize(11) & kAngleMask; in FuncQueenHead() 1310 sprite[nSprite].ang &= kAngleMask; in FuncQueen()
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H A D | sequence.cpp | 465 …rotatesprite(x << 16, y << 16, 0x10000, (-2 * fix16_to_int(nPlayerDAng)) & kAngleMask, nTile, -127… in seq_DrawPilotLightSeq() 562 int nSeqOffset = ((((pTSprite->ang + 512) - nAngle) + 128) & kAngleMask) >> 8; in seq_PlotArrowSequence() 618 val = (((pTSprite->ang - nAngle) + 128) & kAngleMask) >> 8; in seq_PlotSequence()
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H A D | roach.cpp | 337 sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; in FuncRoach() 343 sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; in FuncRoach()
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H A D | rex.cpp | 336 sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; in FuncRex() 368 sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; in FuncRex()
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H A D | lavadude.cpp | 364 … sprite[nSprite].ang = (sprite[nSprite].ang + ((RandomWord() & 0x3FF) + 1024)) & kAngleMask; in FuncLava() 376 … sprite[nSprite].ang = (sprite[nSprite].ang + ((RandomWord() & 0x3FF) + 1024)) & kAngleMask; in FuncLava()
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H A D | move.cpp | 659 sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; in MoveCreatureWithCaution() 765 short nAng = nFlag & kAngleMask; in CheckSectorFloor() 1223 nAngle = (nAngDelta + sprite[nSprite].ang) & kAngleMask; in AngleChase() 1226 sprite[nSprite].zvel = (sprite[nSprite].zvel + nAngDeltaD) & kAngleMask; in AngleChase() 1259 return (nAngle + 512) & kAngleMask; in GetWallNormal()
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H A D | set.cpp | 201 sprite[nSprite].extra &= kAngleMask; in FuncSoul() 494 sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; in FuncSet()
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H A D | player.cpp | 369 inita &= kAngleMask; in PlayerInterruptKeys() 388 inita &= kAngleMask; in PlayerInterruptKeys() 759 PlayerList[nPlayer].q16angle = fix16_from_int(sprite[nNStartSprite].ang & kAngleMask); in RestartPlayer() 778 PlayerList[nPlayer].q16angle = fix16_from_int(sPlayerSave[nPlayer].nAngle&kAngleMask); in RestartPlayer() 1482 …st[nPlayer].q16angle = fix16_from_int(GetAngleToSprite(nPlayerSprite, nSpiritSprite) & kAngleMask); in FuncPlayer() 1587 … int nDiff = AngleDiff(nNormal, (sprite[nPlayerSprite].ang + 1024) & kAngleMask); in FuncPlayer()
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H A D | view.cpp | 173 int nAngle = (2048 - pPlayerSprite->ang) & kAngleMask; in analyzesprites() 247 pTSprite->ang = (pTSprite->ang + ((int)totalclock << 3)) & kAngleMask; in analyzesprites()
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H A D | anubis.cpp | 264 sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask; in FuncAnubis()
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H A D | scorp.cpp | 470 sprite[nSprite].ang &= kAngleMask; in FuncScorp()
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/dports/games/NBlood/NBlood-a1689a4/source/witchaven/src/ |
H A D | witchaven.h | 175 #define kAngleMask 0x7FF macro 181 return sintable[angle & kAngleMask]; in Sin() 186 return sintable[(angle + 512) & kAngleMask]; in Cos()
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H A D | animation.cpp | 429 sprite[i].ang = krand() & kAngleMask; in animateobjs() 646 sprite[i].ang = rand() & kAngleMask; in animateobjs() 654 …itag].x - sprite[i].x, sprite[sprite[i].hitag].y - sprite[i].y) & kAngleMask) - 1024) & kAngleMask; in animateobjs() 670 sprite[i].ang = rand() & kAngleMask; in animateobjs() 704 sprite[i].ang = (rand() & kAngleMask); in animateobjs() 897 sprite[i].ang = (sprite[i].ang + 1024) & kAngleMask; in animateobjs() 904 sprite[i].ang = (sprite[i].ang + 512) & kAngleMask; in animateobjs() 906 sprite[i].ang = (sprite[i].ang + 1024) & kAngleMask; in animateobjs() 912 sprite[i].ang += (synctics << 4) & kAngleMask; in animateobjs() 2276 daang = (sprite[i].ang + 256) & kAngleMask; in animateobjs() [all …]
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H A D | objects.cpp | 2289 daang2 = ((daang + 2048 + (krand() & 31) - 16) & kAngleMask); in checkheat() 2436 *daang = ((krand() & 512) - 256) & kAngleMask; in checksight() 2447 if (((sprite[i].ang + 2048 - *daang) & kAngleMask) < 1024) in checksight() 2683 sprite[j].ang = krand() & kAngleMask; in explosion() 2707 sprite[j].ang = krand() & kAngleMask; in explosion2() 2752 sprite[j].ang = ((rand() & 1023) - 1024) & kAngleMask; in icecubes() 3144 short daang = (daang + (k << 2)) & kAngleMask; // TODO - fixme in guardianfire() 3186 sprite[j].ang = ((sprite[s].ang + 2048) - 512) & kAngleMask; in trowajavlin() 3193 sprite[j].ang = ((sprite[s].ang + 2048) - 512) & kAngleMask; in trowajavlin() 3200 sprite[j].ang = ((sprite[s].ang + 2048) - 512) & kAngleMask; in trowajavlin() [all …]
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H A D | witchaven.cpp | 1963 xvect = sintable[(2048-cang)& kAngleMask] * czoom; in drawoverheadmap() 1964 yvect = sintable[(1536-cang)& kAngleMask] * czoom; in drawoverheadmap() 2055 ox = (sintable[(spr->ang+512)& kAngleMask]>>7); in drawoverheadmap() 2056 oy = (sintable[(spr->ang)& kAngleMask]>>7); in drawoverheadmap() 2080 daang = (spr->ang-cang)& kAngleMask; in drawoverheadmap() 2096 dax = sintable[k& kAngleMask]*l; in drawoverheadmap() 2097 day = sintable[(k+1536)& kAngleMask]*l; in drawoverheadmap() 2131 cosang = sintable[(k+512)& kAngleMask]; in drawoverheadmap()
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H A D | sound.cpp | 423 …((getangle(player[pyrn].x - x, player[pyrn].y - y) + (2047 - player[pyrn].ang)) % kAngleMask) >> 6; in SND_PlaySound() 508 …y[wIndex].x, player[pyrn].y - SampleRay[wIndex].y) + (2047 - player[pyrn].ang)) % kAngleMask) >> 6; in updatesound_loc()
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H A D | network.cpp | 1017 sintable[(daang + 512) & kAngleMask], 1037 sprite[j].ang = ((daang + 2048) - 512 + (rand() & 128 - 64)) & kAngleMask; 1147 sprite[j].xvel = (sintable[(daang + 512) & kAngleMask] >> 5); 1173 sprite[j].xvel = (sintable[(daang + 512) & kAngleMask] >> 7); 1198 sprite[j].xvel = (sintable[(daang + 512) & kAngleMask] >> 7); 1218 sprite[j].ang = ((plr->ang + 2048 + 96) - 512) & kAngleMask;
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H A D | player.cpp | 2590 daang = (plr->ang - 36) & kAngleMask; in castaorb() 2593 daang = (daang + (k << 1)) & kAngleMask; in castaorb() 2776 sprite[j].ang = ((rand() & 1023) - 1024) & kAngleMask; in chunksofmeat() 3546 daang2 = (daang + 2048) & kAngleMask; in shootgun() 3585 sprite[j].ang = ((daang + 2048) - 512 + ((rand() & 128) - 64)) & kAngleMask; in shootgun() 3764 daang2 = (daang + 2048) & kAngleMask; in shootgun() 3828 sprite[j].ang = ((plr->ang + 2048 + 96) - 512) & kAngleMask; in shootgun() 3860 sprite[j].ang = ((plr->ang + 2048) - 512) & kAngleMask; in shootgun() 4963 short daang = (sprite[s].ang - 36) & kAngleMask; in gronmissile() 4967 daang = (daang + (k << 1)) & kAngleMask; in gronmissile() [all …]
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H A D | effects.cpp | 481 revolveang[i] = ((revolveang[i] + 2048 - (synctics << 1)) & kAngleMask); in revolvefx() 508 revolvesyncrotang = ((revolvesyncrotang + 2048 - (synctics << 1)) & kAngleMask); in revolvefx() 527 plr->ang = ((revolvesyncang + revolvesyncrotang) & kAngleMask); in revolvefx()
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