/dports/games/julius/julius-1.7.0/src/figure/ |
H A D | image.c | 74 int normalized_direction = direction - city_view_orientation(); in figure_image_normalize_direction() local 75 if (normalized_direction < 0) { in figure_image_normalize_direction() 76 normalized_direction += 8; in figure_image_normalize_direction() 78 return normalized_direction; in figure_image_normalize_direction()
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/dports/games/augustus/augustus-3.1.0/src/figure/ |
H A D | image.c | 74 int normalized_direction = direction - city_view_orientation(); in figure_image_normalize_direction() local 75 if (normalized_direction < 0) { in figure_image_normalize_direction() 76 normalized_direction += 8; in figure_image_normalize_direction() 78 return normalized_direction; in figure_image_normalize_direction()
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/dports/games/quetoo/quetoo-0.6.1/src/ |
H A D | gl_rmain.c | 260 vec3_t direction, normalized_direction; in GL_DrawBeam() local 272 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in GL_DrawBeam() 273 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in GL_DrawBeam() 274 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in GL_DrawBeam() 276 if(VectorNormalize(normalized_direction) == 0) in GL_DrawBeam() 279 PerpendicularVector(perpvec, normalized_direction); in GL_DrawBeam() 283 RotatePointAroundVector(start_points[i], normalized_direction, perpvec,(360.0 / NUM_BEAM_SEGS)*i); in GL_DrawBeam()
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/dports/games/quake2-source/quake2-r0.16.2/src/ref_soft/ |
H A D | r_main.c | 1252 vec3_t direction, normalized_direction; in R_DrawBeam() local 1264 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in R_DrawBeam() 1265 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in R_DrawBeam() 1266 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in R_DrawBeam() 1268 if ( VectorNormalize( normalized_direction ) == 0 ) in R_DrawBeam() 1271 PerpendicularVector( perpvec, normalized_direction ); in R_DrawBeam() 1276 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in R_DrawBeam()
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/dports/games/quake2lnx/quake2-r0.16.2/src/ref_soft/ |
H A D | r_main.c | 1252 vec3_t direction, normalized_direction; in R_DrawBeam() local 1264 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in R_DrawBeam() 1265 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in R_DrawBeam() 1266 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in R_DrawBeam() 1268 if ( VectorNormalize( normalized_direction ) == 0 ) in R_DrawBeam() 1271 PerpendicularVector( perpvec, normalized_direction ); in R_DrawBeam() 1276 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in R_DrawBeam()
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/dports/games/q2pro/q2pro/ref_soft/ |
H A D | sw_main.c | 1222 vec3_t direction, normalized_direction; in R_DrawBeam() local 1234 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in R_DrawBeam() 1235 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in R_DrawBeam() 1236 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in R_DrawBeam() 1238 if ( VectorNormalize( normalized_direction ) == 0 ) in R_DrawBeam() 1241 PerpendicularVector( perpvec, normalized_direction ); in R_DrawBeam() 1246 RotatePointAroundVector( start_points[i], normalized_direction, in R_DrawBeam()
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/dports/games/quake2-source/quake2-r0.16.2/src/ref_gl/ |
H A D | gl_rmain.c | 1619 vec3_t direction, normalized_direction; in R_DrawBeam() local 1631 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in R_DrawBeam() 1632 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in R_DrawBeam() 1633 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in R_DrawBeam() 1635 if ( VectorNormalize( normalized_direction ) == 0 ) in R_DrawBeam() 1638 PerpendicularVector( perpvec, normalized_direction ); in R_DrawBeam() 1643 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in R_DrawBeam()
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/dports/games/quake2lnx/quake2-r0.16.2/src/ref_gl/ |
H A D | gl_rmain.c | 1619 vec3_t direction, normalized_direction; in R_DrawBeam() local 1631 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in R_DrawBeam() 1632 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in R_DrawBeam() 1633 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in R_DrawBeam() 1635 if ( VectorNormalize( normalized_direction ) == 0 ) in R_DrawBeam() 1638 PerpendicularVector( perpvec, normalized_direction ); in R_DrawBeam() 1643 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in R_DrawBeam()
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/dports/games/ioquake3-server/ioquake3-1.36/code/renderer/ |
H A D | tr_surface.c | 293 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local 307 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam() 308 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam() 309 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam() 311 if ( VectorNormalize( normalized_direction ) == 0 ) in RB_SurfaceBeam() 314 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam() 320 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in RB_SurfaceBeam()
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/dports/games/ioquake3/ioquake3-1.36/code/renderer/ |
H A D | tr_surface.c | 293 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local 307 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam() 308 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam() 309 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam() 311 if ( VectorNormalize( normalized_direction ) == 0 ) in RB_SurfaceBeam() 314 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam() 320 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in RB_SurfaceBeam()
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/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/renderer/ |
H A D | tr_surface.c | 293 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local 307 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam() 308 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam() 309 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam() 311 if ( VectorNormalize( normalized_direction ) == 0 ) in RB_SurfaceBeam() 314 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam() 320 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in RB_SurfaceBeam()
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/dports/games/openarena/openarena-engine-source-0.8.8/code/renderer/ |
H A D | tr_surface.c | 293 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local 307 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam() 308 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam() 309 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam() 311 if ( VectorNormalize( normalized_direction ) == 0 ) in RB_SurfaceBeam() 314 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam() 320 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in RB_SurfaceBeam()
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/dports/games/openarena-server/openarena-engine-source-0.8.8/code/renderer/ |
H A D | tr_surface.c | 293 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local 307 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam() 308 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam() 309 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam() 311 if ( VectorNormalize( normalized_direction ) == 0 ) in RB_SurfaceBeam() 314 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam() 320 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in RB_SurfaceBeam()
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/dports/games/iortcw/iortcw-1.51c/MP/code/rend2/ |
H A D | tr_surface.c | 508 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local 522 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam() 523 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam() 524 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam() 526 if ( VectorNormalize( normalized_direction ) == 0 ) { in RB_SurfaceBeam() 530 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam() 536 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, ( 360.0 / NUM_BEAM_SEGS )… in RB_SurfaceBeam()
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/dports/games/iortcw/iortcw-1.51c/MP/code/renderer/ |
H A D | tr_surface.c | 316 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local 330 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam() 331 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam() 332 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam() 334 if ( VectorNormalize( normalized_direction ) == 0 ) { in RB_SurfaceBeam() 338 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam() 344 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, ( 360.0 / NUM_BEAM_SEGS )… in RB_SurfaceBeam()
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/dports/games/iortcw/iortcw-1.51c/SP/code/rend2/ |
H A D | tr_surface.c | 506 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local 520 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam() 521 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam() 522 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam() 524 if ( VectorNormalize( normalized_direction ) == 0 ) { in RB_SurfaceBeam() 528 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam() 534 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, ( 360.0 / NUM_BEAM_SEGS )… in RB_SurfaceBeam()
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/dports/games/iortcw/iortcw-1.51c/SP/code/renderer/ |
H A D | tr_surface.c | 316 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local 330 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam() 331 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam() 332 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam() 334 if ( VectorNormalize( normalized_direction ) == 0 ) { in RB_SurfaceBeam() 338 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam() 344 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, ( 360.0 / NUM_BEAM_SEGS )… in RB_SurfaceBeam()
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/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/renderer/ |
H A D | tr_surface.c | 294 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local 308 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam() 309 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam() 310 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam() 312 if ( VectorNormalize( normalized_direction ) == 0 ) in RB_SurfaceBeam() 315 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam() 321 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in RB_SurfaceBeam()
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/dports/games/r1q2/r1q2-8012_5/ref_gl/ |
H A D | gl_rmain.c | 2279 vec3_t direction, normalized_direction; in R_DrawBeam() local 2291 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in R_DrawBeam() 2292 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in R_DrawBeam() 2293 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in R_DrawBeam() 2295 if ( VectorNormalize( normalized_direction ) == 0 ) in R_DrawBeam() 2298 PerpendicularVector( perpvec, normalized_direction ); in R_DrawBeam() 2303 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0f/NUM_BEAM_SEGS)*i … in R_DrawBeam()
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/dports/games/openjk/OpenJK-07675e2/codemp/rd-vanilla/ |
H A D | tr_surface.cpp | 394 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local 408 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam() 409 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam() 410 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam() 412 if ( VectorNormalize( normalized_direction ) == 0 ) in RB_SurfaceBeam() 415 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam() 421 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in RB_SurfaceBeam()
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/dports/games/iortcw/iortcw-1.51c/MP/code/cgame/ |
H A D | cg_ents.c | 1459 vec3_t targetpos, normalized_direction, direction; in CG_Efx() local 1488 normalized_direction[0] = direction[0] = targetpos[0] - cent->currentState.origin[0]; in CG_Efx() 1489 normalized_direction[1] = direction[1] = targetpos[1] - cent->currentState.origin[1]; in CG_Efx() 1490 normalized_direction[2] = direction[2] = targetpos[2] - cent->currentState.origin[2]; in CG_Efx() 1492 dist = VectorNormalize( normalized_direction ); in CG_Efx() 1498 …CG_Spotlight( cent, color, cent->currentState.origin, normalized_direction, 999, 2048, 10, fov, 0 … in CG_Efx()
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/dports/games/iortcw/iortcw-1.51c/SP/code/cgame/ |
H A D | cg_ents.c | 1629 vec3_t targetpos, normalized_direction, direction; in CG_Efx() local 1679 normalized_direction[0] = direction[0] = targetpos[0] - cent->currentState.origin[0]; in CG_Efx() 1680 normalized_direction[1] = direction[1] = targetpos[1] - cent->currentState.origin[1]; in CG_Efx() 1681 normalized_direction[2] = direction[2] = targetpos[2] - cent->currentState.origin[2]; in CG_Efx() 1683 dist = VectorNormalize( normalized_direction ); in CG_Efx() 1691 …CG_Explodef( cent->lerpOrigin, normalized_direction, 50, 1, cgs.media.sfx_bullet_glasshit[0], 1, 0… in CG_Efx() 1695 …CG_Spotlight( cent, color, cent->currentState.origin, normalized_direction, 999, 4096, 10, fov, 0 … in CG_Efx()
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/dports/games/openjk/OpenJK-07675e2/code/rd-vanilla/ |
H A D | tr_surface.cpp | 1063 vec3_t direction, normalized_direction; in RB_SurfaceBeam() local 1077 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in RB_SurfaceBeam() 1078 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in RB_SurfaceBeam() 1079 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in RB_SurfaceBeam() 1081 if ( VectorNormalize( normalized_direction ) == 0 ) in RB_SurfaceBeam() 1084 PerpendicularVector( perpvec, normalized_direction ); in RB_SurfaceBeam() 1090 …RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); in RB_SurfaceBeam()
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/dports/games/evq3/evq3/code/renderer/ |
H A D | tr_surface.c | 1093 vec3_t direction, normalized_direction; in Tess_SurfaceBeam() local 1109 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in Tess_SurfaceBeam() 1110 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in Tess_SurfaceBeam() 1111 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in Tess_SurfaceBeam() 1113 if(VectorNormalize(normalized_direction) == 0) in Tess_SurfaceBeam() 1116 PerpendicularVector(perpvec, normalized_direction); in Tess_SurfaceBeam() 1122 …RotatePointAroundVector(start_points[i], normalized_direction, perpvec, (360.0 / NUM_BEAM_SEGS) * … in Tess_SurfaceBeam()
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/dports/games/qudos/QuDos-0.40.1-src/src/ref_gl/ |
H A D | gl_rmain.c | 3202 vec3_t direction, normalized_direction; in R_DrawBeam() local 3214 normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; in R_DrawBeam() 3215 normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; in R_DrawBeam() 3216 normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; in R_DrawBeam() 3218 if (VectorNormalize(normalized_direction) == 0) in R_DrawBeam() 3221 PerpendicularVector(perpvec, normalized_direction); in R_DrawBeam() 3225 …RotatePointAroundVector(start_points[i], normalized_direction, perpvec, (360.0 / NUM_BEAM_SEGS) * … in R_DrawBeam()
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