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Searched refs:muzzlepos (Results 1 – 13 of 13) sorted by relevance

/dports/games/avp/avp-20170505/src/avp/
H A Dbh_ais.h173 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 Dbh_ais.c474 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 Dweapons.c232 extern void CastLOSSpear(STRATEGYBLOCK *sbPtr, VECTORCH *muzzlepos, VECTORCH *in_shotvector, enum A…
/dports/games/redeclipse16/base-1.6.0/src/game/
H A Dweapons.cpp356 to = d->muzzlepos(weap); in doshot()
362 from = d->muzzlepos(weap); in doshot()
H A Dprojs.cpp795 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 Dgame.h1183 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 Dgame.cpp895 … 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 Dprojs.cpp250 … && (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 Dweapons.cpp196 vec to = targ, from = d->muzzlepos(d->weapselect), unitv; in shoot()
H A Dgame.cpp1120 p->d = p->o = d->muzzlepos(d->weapselect); in particletrack()
1127 p->o = d->muzzlepos(d->weapselect); in particletrack()
H A Dgame.h1044 vec &muzzlepos(int weap) in muzzlepos() function
/dports/games/iortcw/iortcw-1.51c/SP/code/game/
H A Dg_misc.c1586 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 Dg_func_decs.h906 extern void mg42_muzzleflash ( gentity_t * ent , vec3_t muzzlepos ) ;