/dports/games/avp/avp-20170505/src/avp/ |
H A D | bh_ais.h | 173 extern void ProjectNPCShot(STRATEGYBLOCK *sbPtr, STRATEGYBLOCK *target, VECTORCH *muzzlepos, MATRIX… 174 extern void CastLOSProjectile(STRATEGYBLOCK *sbPtr, VECTORCH *muzzlepos, VECTORCH *in_shotvector, e… 175 extern int VerifyHitShot(STRATEGYBLOCK *sbPtr, STRATEGYBLOCK *target, VECTORCH *muzzlepos, VECTORCH…
|
H A D | bh_ais.c | 474 shotVector.vx = targetPos.vx - muzzlepos->vx; in ProjectNPCShot() 475 shotVector.vy = targetPos.vy - muzzlepos->vy; in ProjectNPCShot() 476 shotVector.vz = targetPos.vz - muzzlepos->vz; in ProjectNPCShot() 506 VECTORCH alpha = *muzzlepos; in ProjectNPCShot() 517 FindPolygonInLineOfSight_TwoIgnores(&shotVector,muzzlepos,0,sbPtr->SBdptr,target->SBdptr); in ProjectNPCShot() 534 void CastLOSProjectile(STRATEGYBLOCK *sbPtr, VECTORCH *muzzlepos, VECTORCH *in_shotvector, enum AMM… in CastLOSProjectile() argument 571 VECTORCH alpha = *muzzlepos; in CastLOSProjectile() 582 FindPolygonInLineOfSight(&shotVector,muzzlepos,0,self); in CastLOSProjectile() 621 FindPolygonInLineOfSight(&shotVector,muzzlepos,0,self); in VerifyHitShot() 3953 void CastLOSSpear(STRATEGYBLOCK *sbPtr, VECTORCH *muzzlepos, VECTORCH *in_shotvector, enum AMMO_ID … in CastLOSSpear() argument [all …]
|
H A D | weapons.c | 232 extern void CastLOSSpear(STRATEGYBLOCK *sbPtr, VECTORCH *muzzlepos, VECTORCH *in_shotvector, enum A…
|
/dports/games/redeclipse16/base-1.6.0/src/game/ |
H A D | weapons.cpp | 356 to = d->muzzlepos(weap); in doshot() 362 from = d->muzzlepos(weap); in doshot()
|
H A D | projs.cpp | 795 proj.to = proj.dest = proj.owner->muzzlepos(proj.weap); in updatetargets() 801 proj.from = proj.owner->muzzlepos(proj.weap); in updatetargets() 1144 …create(d->muzzlepos(), d->muzzlepos(), local, d, PRJ_ENT, -1, HIT_NONE, w_spawn(weap), w_spawn(wea… in drop() 1149 …create(d->muzzlepos(), d->muzzlepos(), local, d, PRJ_SHOT, -1, HIT_NONE, 1, W2(weap, time, false),… in drop() 1525 …oj.owner->weapselect != proj.weap || WK(proj.flags) ? proj.from : proj.owner->muzzlepos(proj.weap); in effect() 1713 …oj.owner->weapselect != proj.weap || WK(proj.flags) ? proj.from : proj.owner->muzzlepos(proj.weap); in destroy()
|
H A D | game.h | 1183 vec muzzlepos(int weap = -1) 1225 …ject[alt ? 1 : 0] == vec(-1, -1, -1)) eject[alt ? 1 : 0] = alt ? originpos(weap) : muzzlepos(weap); 1288 muzzlepos(); in checktags()
|
H A D | game.cpp | 895 … adddynlight(d->muzzlepos(d->weapselect), size, vec(col).mul(thresh), 0, 0, DL_KEEP); in adddynlights() 2090 p->d = p->o = d->muzzlepos(d->weapselect); in particletrack() 2096 p->o = d->muzzlepos(d->weapselect); in particletrack() 3522 vec v, muzzle = d->muzzlepos(d->weapselect); in rendercheck() 3551 …lour, powerfx[d->weapselect].type == 2 ? 21 : 53, 5, 60+int(30*amt), d->muzzlepos(d->weapselect), … in rendercheck() 3558 …part_create(powerfx[d->weapselect].parttype, 1, d->muzzlepos(d->weapselect), colour, (powerfx[d->w… in rendercheck()
|
/dports/games/bloodfrontier/bloodfrontier/src/game/ |
H A D | projs.cpp | 250 … && (proj.owner != game::player1 || waited)) proj.o = proj.from = proj.owner->muzzlepos(proj.weap); in init() 406 vec from(d->o), to(d->muzzlepos(g)); in drop() 554 …p].follows[proj.flags&HIT_ALT ? 1 : 0] && proj.owner) proj.from = proj.owner->muzzlepos(proj.weap); in effect() 736 …p].follows[proj.flags&HIT_ALT ? 1 : 0] && proj.owner) proj.from = proj.owner->muzzlepos(proj.weap); in destroy()
|
H A D | weapons.cpp | 196 vec to = targ, from = d->muzzlepos(d->weapselect), unitv; in shoot()
|
H A D | game.cpp | 1120 p->d = p->o = d->muzzlepos(d->weapselect); in particletrack() 1127 p->o = d->muzzlepos(d->weapselect); in particletrack()
|
H A D | game.h | 1044 vec &muzzlepos(int weap) in muzzlepos() function
|
/dports/games/iortcw/iortcw-1.51c/SP/code/game/ |
H A D | g_misc.c | 1586 void mg42_muzzleflash( gentity_t *ent, vec3_t muzzlepos ) { // cheezy, but lets me use this routin… in mg42_muzzleflash() argument 1604 if ( muzzlepos ) { in mg42_muzzleflash() 1605 VectorCopy( point, muzzlepos ); in mg42_muzzleflash()
|
H A D | g_func_decs.h | 906 extern void mg42_muzzleflash ( gentity_t * ent , vec3_t muzzlepos ) ;
|