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Searched refs:lifeleft (Results 1 – 25 of 68) sorted by relevance

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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/object/
H A Dcollideweaponweapon.cpp64 …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()
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H A Dobjcollide.cpp385 …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()
H A Dcollideshipweapon.cpp427 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()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/object/
H A Dcollideweaponweapon.cpp64 …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()
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H A Dcollideshipweapon.cpp82 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()
H A Dobjcollide.cpp344 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()
/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/
H A Dvclip.cpp68 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()
H A Dfireball.cpp379 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()
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H A Dobject.cpp872 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()
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H A Dlighting.cpp108 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()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/scripting/api/objs/
H A Ddebris.cpp95 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);
H A Dweapon.cpp74 wp->lifeleft = nll;
77 return ade_set_args(L, "f", wp->lifeleft);
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/debris/
H A Ddebris.cpp257 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()
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H A Ddebris.h30 float lifeleft; // When 0 or less object dies member
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/debris/
H A Ddebris.cpp226 …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()
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H A Ddebris.h42 float lifeleft; // When 0 or less object dies member
/dports/games/d2x/d2x-0.2.5/main/
H A Dlighting.c310 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()
H A Dfireball.c88 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()
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H A Dobject.c928 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()
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H A Dweapon.c1002 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()
H A Dvclip.c72 modtime = obj->lifeleft; in draw_weapon_vclip()
H A Dlaser.c434 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()
/dports/games/sdl-ball/SDL-Ball_src/
H A Deffects.cpp85 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()
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/fireball/
H A Dfireballs.cpp574 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()
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/weapon/
H A Dweapons.cpp3791 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()
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