/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/ai/ |
H A D | aibig.cpp | 866 vec3d predicted_enemy_pos; in ai_big_chase() local 880 vm_vec_add2(&enemy_pos, &predicted_enemy_pos); in ai_big_chase() 883 predicted_enemy_pos = En_objp->pos; in ai_big_chase() 920 vm_vec_add2(&enemy_pos, &predicted_enemy_pos); in ai_big_chase() 941 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &predicted_enemy_pos, 10.0f)) { in ai_big_chase() 1177 vec3d player_pos, vec_to_enemy, predicted_enemy_pos; in ai_big_attack_get_data() local 1210 predicted_enemy_pos=*enemy_pos; in ai_big_attack_get_data() 1230 *dist_to_enemy = vm_vec_normalized_dir(&vec_to_enemy, &predicted_enemy_pos, &player_pos); in ai_big_attack_get_data() 1234 *enemy_pos = predicted_enemy_pos; in ai_big_attack_get_data() 1402 vec3d target_pos, vec_to_goal, predicted_enemy_pos, norm_vel_vec; in ai_big_strafe_glide_attack() local [all …]
|
H A D | aiturret.cpp | 1379 …vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, (1.0f - weapon_system_strength)*1.5f * lep->radi… in aifft_rotate_turret() 1385 vm_vec_normalized_dir(&v2e, predicted_enemy_pos, &gun_pos); in aifft_rotate_turret() 1400 &Objects[parent_objnum].pos, predicted_enemy_pos, shipp->objnum); in aifft_rotate_turret() 1995 vec3d predicted_enemy_pos = vmd_zero_vector; in ai_fire_from_turret() local 2095 …int use_angles = aifft_rotate_turret(shipp, parent_objnum, ss, objp, lep, &predicted_enemy_pos, &g… in ai_fire_from_turret() 2116 dist_to_enemy = MAX(0,vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos)); in ai_fire_from_turret() 2118 dist_to_enemy = MAX(0,vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos) - lep->radius); in ai_fire_from_turret() 2393 …lobal_turret_gun_info(&Objects[parent_objnum], ss, &gpos, &gvec, use_angles, &predicted_enemy_pos); in ai_fire_from_turret() 2396 vm_vec_sub(&v2e, &predicted_enemy_pos, &gpos); in ai_fire_from_turret() 2528 turret_fire_weapon(valid_weapons[0], ss, parent_objnum, &gpos, &tv2e, &predicted_enemy_pos); in ai_fire_from_turret() [all …]
|
H A D | ai.h | 688 extern void set_predicted_enemy_pos(vec3d *predicted_enemy_pos, object *pobjp, vec3d *enemy_pos, ve… 694 void set_predicted_enemy_pos_turret(vec3d *predicted_enemy_pos, vec3d *gun_pos, object *pobjp, vec3…
|
H A D | aicode.cpp | 6360 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale); in set_predicted_enemy_pos_turret() 6365 G_predicted_pos = *predicted_enemy_pos; in set_predicted_enemy_pos_turret() 6473 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale); in set_predicted_enemy_pos() 6476 G_predicted_pos = *predicted_enemy_pos; in set_predicted_enemy_pos() 6529 _pep = *predicted_enemy_pos; in ai_chase_eb() 7235 vm_vec_scale_add(&new_pos, predicted_enemy_pos, &randvec, scale); in ai_chase_attack() 7237 new_pos = *predicted_enemy_pos; in ai_chase_attack() 7249 compute_desired_rvec(&rvec, predicted_enemy_pos, &Pl_objp->pos); in ai_chase_attack() 8240 predicted_enemy_pos = enemy_pos; in ai_chase() 8249 predicted_enemy_pos = enemy_pos; in ai_chase() [all …]
|
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ai/ |
H A D | aibig.cpp | 1023 vec3d predicted_enemy_pos; in ai_big_chase() local 1037 vm_vec_add2(&enemy_pos, &predicted_enemy_pos); in ai_big_chase() 1040 predicted_enemy_pos = En_objp->pos; in ai_big_chase() 1077 vm_vec_add2(&enemy_pos, &predicted_enemy_pos); in ai_big_chase() 1098 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &predicted_enemy_pos, 10.0f)) { in ai_big_chase() 1332 vec3d player_pos, vec_to_enemy, predicted_enemy_pos; in ai_big_attack_get_data() local 1365 predicted_enemy_pos=*enemy_pos; in ai_big_attack_get_data() 1385 *dist_to_enemy = vm_vec_normalized_dir(&vec_to_enemy, &predicted_enemy_pos, &player_pos); in ai_big_attack_get_data() 1389 *enemy_pos = predicted_enemy_pos; in ai_big_attack_get_data() 1563 vec3d target_pos, vec_to_goal, predicted_enemy_pos, norm_vel_vec; in ai_big_strafe_glide_attack() local [all …]
|
H A D | aiturret.cpp | 1375 …vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, (1.0f - weapon_system_strength)*1.5f * lep->radi… in aifft_rotate_turret() 1381 vm_vec_normalized_dir(&v2e, predicted_enemy_pos, &gun_pos); in aifft_rotate_turret() 1388 ret_val = model_rotate_gun(objp, pm, pmi, ss, predicted_enemy_pos); in aifft_rotate_turret() 1390 ret_val = model_rotate_gun(objp, pm, pmi, ss, predicted_enemy_pos, true); in aifft_rotate_turret() 1393 ret_val = model_rotate_gun(objp, pm, pmi, ss, predicted_enemy_pos, true); in aifft_rotate_turret() 2143 vec3d predicted_enemy_pos = vmd_zero_vector; in ai_turret_execute_behavior() local 2224 int use_angles = aifft_rotate_turret(objp, shipp, ss, lep, &predicted_enemy_pos, &gvec); in ai_turret_execute_behavior() 2242 dist_to_enemy = MAX(0, vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos)); in ai_turret_execute_behavior() 2244 dist_to_enemy = MAX(0, vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos) - lep->radius); in ai_turret_execute_behavior() 2558 ship_get_global_turret_gun_info(objp, ss, &gpos, &gvec, use_angles, &predicted_enemy_pos); in ai_turret_execute_behavior() [all …]
|
H A D | ai.h | 629 extern void set_predicted_enemy_pos(vec3d *predicted_enemy_pos, object *pobjp, vec3d *enemy_pos, ve… 635 void set_predicted_enemy_pos_turret(vec3d *predicted_enemy_pos, vec3d *gun_pos, object *pobjp, vec3…
|
H A D | aicode.cpp | 6857 G_predicted_pos = *predicted_enemy_pos; in set_predicted_enemy_pos_turret() 6965 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale); in set_predicted_enemy_pos() 6968 G_predicted_pos = *predicted_enemy_pos; in set_predicted_enemy_pos() 7018 _pep = *predicted_enemy_pos; in ai_chase_eb() 7738 new_pos = *predicted_enemy_pos; in ai_chase_attack() 8729 predicted_enemy_pos = enemy_pos; in ai_chase() 8734 predicted_enemy_pos = enemy_pos; in ai_chase() 8735 G_predicted_pos = predicted_enemy_pos; in ai_chase() 8738 predicted_enemy_pos = enemy_pos; in ai_chase() 8748 predicted_enemy_pos = enemy_pos; in ai_chase() [all …]
|
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/hud/ |
H A D | hudtarget.h | 154 …et_pos(weapon_info *wip, object *targetp, vec3d *enemy_pos, vec3d *predicted_enemy_pos, float dist…
|
H A D | hudtarget.cpp | 3771 …et_pos(weapon_info *wip, object *targetp, vec3d *enemy_pos, vec3d *predicted_enemy_pos, float dist… in polish_predicted_target_pos() argument 3776 vec3d last_predicted_enemy_pos = *predicted_enemy_pos; in polish_predicted_target_pos() 3790 dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &player_pos); in polish_predicted_target_pos() 3792 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, &enemy_vel, time_to_enemy); in polish_predicted_target_pos() 3793 vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos); in polish_predicted_target_pos() 3794 last_predicted_enemy_pos= *predicted_enemy_pos; in polish_predicted_target_pos()
|
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/hud/ |
H A D | hudtarget.h | 168 …et_pos(weapon_info *wip, object *targetp, vec3d *enemy_pos, vec3d *predicted_enemy_pos, float dist…
|
H A D | hudtarget.cpp | 3726 …et_pos(weapon_info *wip, object *targetp, vec3d *enemy_pos, vec3d *predicted_enemy_pos, float dist… in polish_predicted_target_pos() argument 3733 vec3d last_predicted_enemy_pos = *predicted_enemy_pos; in polish_predicted_target_pos() 3754 dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &reference_pos); in polish_predicted_target_pos() 3756 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, &enemy_vel, time_to_enemy); in polish_predicted_target_pos() 3758 …vm_vec_scale_add(predicted_enemy_pos, predicted_enemy_pos, &enemy_acc, (time_to_enemy * time_to_en… in polish_predicted_target_pos() 3760 vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos); in polish_predicted_target_pos() 3761 last_predicted_enemy_pos= *predicted_enemy_pos; in polish_predicted_target_pos()
|