/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/object/ |
H A D | collideweaponweapon.cpp | 64 …if ( (wipA->max_lifetime - wpA->lifeleft) < The_mission.ai_profile->delay_bomb_arm_timer[Game_skil… in collide_weapon_weapon() 106 Weapons[A->instance].lifeleft = 0.01f; in collide_weapon_weapon() 107 Weapons[B->instance].lifeleft = 0.01f; in collide_weapon_weapon() 124 Weapons[A->instance].lifeleft = 0.01f; in collide_weapon_weapon() 128 Weapons[B->instance].lifeleft = 0.01f; in collide_weapon_weapon() 134 Weapons[B->instance].lifeleft = 0.01f; in collide_weapon_weapon() 137 Weapons[A->instance].lifeleft = 0.01f; in collide_weapon_weapon() 143 Weapons[A->instance].lifeleft = 0.01f; in collide_weapon_weapon() 146 Weapons[B->instance].lifeleft = 0.01f; in collide_weapon_weapon() 170 if (Weapons[A->instance].lifeleft == 0.01f) { in collide_weapon_weapon() [all …]
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H A D | objcollide.cpp | 385 …os) > (vm_vec_mag_squared(&delta_v)*Weapons[B->instance].lifeleft*Weapons[B->instance].lifeleft)) { in obj_add_pair() 868 if ( earliest_time > 1000*wp->lifeleft ) in weapon_will_never_hit() 895 if ( time_ms > 1000*wp->lifeleft ) in weapon_will_never_hit() 1026 if ( wp->lifeleft < next_check_time ) in crw_check_weapon() 1113 if ( ((loop_count || crw_status[i] == CRW_NO_PAIR)) && (Weapons[i].lifeleft < oldest_time) ) { in collide_remove_weapons() 1114 oldest_time = Weapons[i].lifeleft; in collide_remove_weapons() 1611 …os) > (vm_vec_mag_squared(&delta_v)*Weapons[B->instance].lifeleft*Weapons[B->instance].lifeleft)) { in obj_collide_pair()
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H A D | collideshipweapon.cpp | 427 wp->lifeleft = 0.001f; in ship_weapon_check_collision() 549 if ( time_to_exit_sphere < Weapons[weapon->instance].lifeleft ) { in check_inside_radius_for_big_ships() 552 limit_time = Weapons[weapon->instance].lifeleft; in check_inside_radius_for_big_ships()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/object/ |
H A D | collideweaponweapon.cpp | 64 …if ( (wipA->max_lifetime - wpA->lifeleft) < The_mission.ai_profile->delay_bomb_arm_timer[Game_skil… in collide_weapon_weapon() 67 …else if ( (wipA->lifetime - wpA->lifeleft) < The_mission.ai_profile->delay_bomb_arm_timer[Game_ski… in collide_weapon_weapon() 76 …if ( (wipB->max_lifetime - wpB->lifeleft) < The_mission.ai_profile->delay_bomb_arm_timer[Game_skil… in collide_weapon_weapon() 115 wpA->lifeleft = 0.01f; in collide_weapon_weapon() 116 wpB->lifeleft = 0.01f; in collide_weapon_weapon() 133 wpA->lifeleft = 0.01f; in collide_weapon_weapon() 137 wpB->lifeleft = 0.01f; in collide_weapon_weapon() 143 wpB->lifeleft = 0.01f; in collide_weapon_weapon() 146 wpA->lifeleft = 0.01f; in collide_weapon_weapon() 152 wpA->lifeleft = 0.01f; in collide_weapon_weapon() [all …]
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H A D | collideshipweapon.cpp | 82 if (wip->damage_time >= 0.0f && wp->lifeleft <= wip->damage_time) { in ship_weapon_do_hit_stuff() 84 …damage = (((wip->damage - wip->atten_damage) * (wp->lifeleft / wip->damage_time)) + wip->atten_dam… in ship_weapon_do_hit_stuff() 86 damage = wip->damage * (wp->lifeleft / wip->damage_time); in ship_weapon_do_hit_stuff() 499 wp->lifeleft = 0.001f; in ship_weapon_check_collision() 626 if ( time_to_exit_sphere < Weapons[weapon_obj->instance].lifeleft ) { in check_inside_radius_for_big_ships() 629 limit_time = Weapons[weapon_obj->instance].lifeleft; in check_inside_radius_for_big_ships()
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H A D | objcollide.cpp | 344 if ( earliest_time > 1000*wp->lifeleft ) in weapon_will_never_hit() 368 if ( time_ms > 1000*wp->lifeleft ) in weapon_will_never_hit() 490 if ( wp->lifeleft < next_check_time ) in crw_check_weapon() 914 …os) > (vm_vec_mag_squared(&delta_v)*Weapons[B->instance].lifeleft*Weapons[B->instance].lifeleft)) { in obj_collide_pair()
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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/ |
H A D | vclip.cpp | 68 const auto lifeleft = obj->lifeleft; in draw_weapon_vclip() local 71 fix modtime = lifeleft % play_time; in draw_weapon_vclip() 77 modtime += (lifeleft * (objnum & 7)) / 16; //add variance to spin rate in draw_weapon_vclip()
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H A D | fireball.cpp | 379 obj_fireball->lifeleft = Vclip[vclip_type ].play_time; in object_create_explosion_sub() 674 const auto lifeleft = obj->lifeleft; in draw_fireball() local 675 if (lifeleft > 0) in draw_fireball() 1126 obj->lifeleft /= 2; in drop_powerup() 1376 obj->lifeleft = delay_time; in explode_object() 1419 if (obj->lifeleft < 0) in do_debris_frame() 1434 if (obj.lifeleft <= 0 ) { // We died of old age in do_explosion_sequence() 1436 obj.lifeleft = 0; in do_explosion_sequence() 1440 if (obj.lifeleft <= obj.ctype.expl_info.spawn_time) { in do_explosion_sequence() 1515 if (obj.lifeleft <= obj.ctype.expl_info.delete_time) { in do_explosion_sequence() [all …]
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H A D | object.cpp | 872 console->lifeleft = IMMORTAL_TIME; in init_player_object() 1168 obj->lifeleft = IMMORTAL_TIME; //assume immortal in obj_create() 1776 auto lifeleft = obj->lifeleft; in object_move_one() local 1777 if (lifeleft != IMMORTAL_TIME) //if not immortal... in object_move_one() 1783 if (lifeleft < F1_0*1000) in object_move_one() 1784 lifeleft += F1_0; // Make sure this object doesn't go out. in object_move_one() 1787 obj->lifeleft = lifeleft; in object_move_one() 1869 if (obj->lifeleft < 0 ) { // We died of old age in object_move_one() 1987 obj->lifeleft = 0; in object_move_one() 2408 o.lifeleft = IMMORTAL_TIME - 1; in drop_marker_object() [all …]
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H A D | lighting.cpp | 108 if (objp.lifeleft < F1_0*4) in compute_fireball_light_emission_intensity() 109 return fixmul(fixdiv(objp.lifeleft, v.play_time), light_intensity); in compute_fireball_light_emission_intensity() 345 …light_intensity = 2 * (min(tval, objp.lifeleft) + ((static_cast<fix>(GameTime64) ^ Obj_light_xlate… in compute_light_emission() 353 fix lightval = objp.lifeleft; in compute_light_emission()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/scripting/api/objs/ |
H A D | debris.cpp | 95 float lifeleft = 0.0f; variable 97 if (!ade_get_args(L, "o|f", l_Debris.GetPtr(&objh), &lifeleft)) 106 db->lifeleft = lifeleft; 108 return ade_set_args(L, "f", lifeleft);
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H A D | weapon.cpp | 74 wp->lifeleft = nll; 77 return ade_set_args(L, "f", wp->lifeleft);
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/debris/ |
H A D | debris.cpp | 257 db->lifeleft = 0.1f; in maybe_delete_debris() 269 db->lifeleft = 0.1f; in maybe_delete_debris() 305 if ( db->lifeleft >= 0.0f) { in MONITOR() 306 db->lifeleft -= frame_time; in MONITOR() 307 if ( db->lifeleft < 0.0f ) { in MONITOR() 533 db->lifeleft = (i2fl(myrand())/i2fl(RAND_MAX))*2.0f+0.1f; in debris_create() 548 if(db->lifeleft < sip->debris_min_lifetime) in debris_create() 549 db->lifeleft = sip->debris_min_lifetime; in debris_create() 553 if(db->lifeleft > sip->debris_max_lifetime) in debris_create() 554 db->lifeleft = sip->debris_max_lifetime; in debris_create() [all …]
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H A D | debris.h | 30 float lifeleft; // When 0 or less object dies member
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/debris/ |
H A D | debris.cpp | 226 …Assertion(db->lifeleft >= 0.0f, "A ship with a negative lifeleft should also have the DoNotExpire … in debris_process_post() 228 db->lifeleft -= frame_time; in debris_process_post() 229 if (db->lifeleft < 0.0f) { in debris_process_post() 461 db->lifeleft = 2.0f * (frand()) + 0.5f; in MONITOR() 464 db->lifeleft = -1.0f; // large hull pieces stay around forever in MONITOR() 469 db->lifeleft = (frand() * 2.0f + 0.1f) * sqrtf(radius); in MONITOR() 482 if(db->lifeleft < sip->debris_min_lifetime) in MONITOR() 483 db->lifeleft = sip->debris_min_lifetime; in MONITOR() 487 if(db->lifeleft > sip->debris_max_lifetime) in MONITOR() 488 db->lifeleft = sip->debris_max_lifetime; in MONITOR() [all …]
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H A D | debris.h | 42 float lifeleft; // When 0 or less object dies member
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/dports/games/d2x/d2x-0.2.5/main/ |
H A D | lighting.c | 310 if (obj->lifeleft < F1_0*4) in compute_light_intensity() 311 return fixmul(fixdiv(obj->lifeleft, Vclip[obj->id].play_time), Vclip[obj->id].light_value); in compute_light_intensity() 328 return 2* (min(tval, obj->lifeleft) + ((GameTime ^ Obj_light_xlate[objnum&0x0f]) & 0x3fff)); in compute_light_intensity() 334 fix lightval = obj->lifeleft; in compute_light_intensity() 340 if (obj->lifeleft < F1_0*1000) in compute_light_intensity() 341 obj->lifeleft += F1_0; // Make sure this object doesn't go out. in compute_light_intensity()
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H A D | fireball.c | 88 obj->lifeleft = Vclip[vclip_type ].play_time; in object_create_explosion_sub() 389 if ( obj->lifeleft > 0 ) in draw_fireball() 390 draw_vclip_object(obj,obj->lifeleft,0, obj->id); in draw_fireball() 862 obj->lifeleft /= 2; in drop_powerup() 1121 obj->lifeleft = delay_time; in explode_object() 1170 if (obj->lifeleft < 0) in do_debris_frame() 1185 if (obj->lifeleft <= 0 ) { // We died of old age in do_explosion_sequence() 1187 obj->lifeleft = 0; in do_explosion_sequence() 1191 if (obj->lifeleft <= obj->ctype.expl_info.spawn_time) { in do_explosion_sequence() 1284 if (obj->lifeleft <= obj->ctype.expl_info.delete_time) { in do_explosion_sequence() [all …]
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H A D | object.c | 928 ConsoleObject->lifeleft = IMMORTAL_TIME; in init_player_object() 1364 obj->lifeleft = IMMORTAL_TIME; //assume immortal in obj_create() 1940 if (obj->lifeleft != IMMORTAL_TIME) { //if not immortal... in object_move_one() 1943 if (obj->lifeleft != ONE_FRAME_TIME) in object_move_one() 1944 obj->lifeleft -= FrameTime; //...inevitable countdown towards death in object_move_one() 2021 if (obj->lifeleft < 0 ) { // We died of old age in object_move_one() 2111 Guided_missile[Player_num]->lifeleft = 0; in object_move_one() 2364 if (Objects[objnum].lifeleft > i2f(2)) in clear_transient_objects() 2365 …=%d) with lifeleft=%x\n",objnum,Objects[objnum].type,Objects[objnum].id,Objects[objnum].lifeleft)); in clear_transient_objects() 2370 else if (Objects[objnum].type!=OBJ_NONE && Objects[objnum].lifeleft < i2f(2)) in clear_transient_objects() [all …]
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H A D | weapon.c | 1002 if (Objects[i].lifeleft + F1_0*2 < Weapon_info[SUPERPROX_ID].lifetime) { in process_super_mines_frame() 1017 Objects[i].lifeleft = 1; in process_super_mines_frame() 1038 Objects[i].lifeleft = 1; in process_super_mines_frame() 1119 …obj->lifeleft = (d_rand() + F1_0*3) * 64; // Lives for 3 to 3.5 binary minutes (a binary minute i… in spit_powerup() 1121 obj->lifeleft /= 2; in spit_powerup()
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H A D | vclip.c | 72 modtime = obj->lifeleft; in draw_weapon_vclip()
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H A D | laser.c | 434 objp->lifeleft = ONE_FRAME_TIME; in create_omega_blobs() 687 obj->lifeleft = Weapon_info[obj->id].lifetime; in Laser_create_new() 798 obj->lifeleft += (d_rand()-16384) << 2; // add in -2..2 seconds in Laser_create_new() 1439 if (obj->lifeleft == ONE_FRAME_TIME) { in Laser_do_weapon_sequence() 1441 obj->lifeleft = OMEGA_MULTI_LIFELEFT; in Laser_do_weapon_sequence() 1443 obj->lifeleft = 0; in Laser_do_weapon_sequence() 1447 if (obj->lifeleft < 0 ) { // We died of old age in Laser_do_weapon_sequence() 1560 obj->lifeleft -= lifelost; in Laser_do_weapon_sequence()
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/dports/games/sdl-ball/SDL-Ball_src/ |
H A D | effects.cpp | 85 int lifeleft; member in sparkle 99 if(lifeleft > 0) in draw() 102 lifeleft -= globalTicksSinceLastDraw; in draw() 127 glColor4f(vars.col[0], vars.col[1],vars.col[2], (1.0/(float)life)*(float)lifeleft); in draw() 129 GLfloat curSize = size/(float)life * (float)lifeleft; in draw() 278 sparks[sparkNum].lifeleft = sparks[sparkNum].life; in spawnSpark() 373 sparks[i].lifeleft = life; in init()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/fireball/ |
H A D | fireballs.cpp | 574 float lifeleft, oldest_lifeleft = 0.0f; in fireball_free_one() local 582 lifeleft = fb->total_time - fb->time_elapsed; in fireball_free_one() 583 if ( (oldest_objnum < 0) || (lifeleft < oldest_lifeleft) ) { in fireball_free_one() 585 oldest_lifeleft = lifeleft; in fireball_free_one()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/weapon/ |
H A D | weapons.cpp | 3791 if (wp->lifeleft > 0.2f) { in detonate_nearby_missiles() 3792 wp->lifeleft = 0.2f; in detonate_nearby_missiles() 4364 (wp->lifeleft > 0.01f) && in weapon_home() 4368 wp->lifeleft = 0.01f; in weapon_home() 4572 wp->lifeleft -= frame_time; in weapon_process_post() 4581 wp->lifeleft += frame_time; in weapon_process_post() 4588 if ( wp->lifeleft < 0.0f ) { in weapon_process_post() 5187 wp->lifeleft = wip->lifetime; in weapon_create() 5193 wp->lifeleft = wip->life_min + wp->lifeleft * (wip->life_max - wip->life_min); in weapon_create() 5203 wp->lifeleft = wp->lifeleft/2.0f + rand_val * wp->lifeleft/2.0f; in weapon_create() [all …]
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