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Searched refs:rotatepoint (Results 1 – 25 of 44) sorted by relevance

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/dports/audio/libnoise/noise/src/
H A DSources27 ../src/module/rotatepoint.cpp \
72 ../src/module/rotatepoint.h \
/dports/audio/libnoise/noise/
H A Dlibnoise.plg36 "C:\dev\src\noise\src\module\rotatepoint.cpp"
75 .\win32\Release\rotatepoint.obj
115 rotatepoint.cpp
H A Dlibnoise.dsp260 SOURCE=.\src\module\rotatepoint.cpp
264 SOURCE=.\src\module\rotatepoint.h
/dports/games/NBlood/NBlood-a1689a4/package/sdk/samples/
H A Da.m32525 rotatepoint sprite[p].x sprite[p].y .x .y dang (x y)
783 rotatepoint .x .y x y .ang x y
798 rotatepoint .x .y x y tmp xx[0] yy[0]
800 rotatepoint .x .y x y tmp xx[1] yy[1]
871 rotatepoint .x .y xx[i] yy[i] ang xx[i] yy[i]
990 rotatepoint sprite[p].x sprite[p].y .x .y dang (x y)
1019 rotatepoint sprite[p].x sprite[p].y tsprite[k].x tsprite[k].y dang (x y)
1274 rotatepoint (sprite[l].x sprite[l].y) (wall[tmp].x wall[tmp].y) sprite[l].ang (i j)
1281rotatepoint (sprite[l].x sprite[l].y) (sprite[tmp].x sprite[tmp].y) sprite[l].ang (i j)
/dports/games/jfsw/jfsw-c434002/src/
H A Drotator.c412 rotatepoint(pivot->x, pivot->y, in DoRotatorMove()
H A Dtrack.c1662rotatepoint(sop->xmid, sop->ymid, pp->RevolveX, pp->RevolveY, pp->RevolveDeltaAng, &pp->posx, &pp-… in MovePlayer()
1744 rotatepoint(sop->xmid, sop->ymid, wp->x, wp->y, rot_ang, &rx, &ry); in MovePoints()
1856 rotatepoint(sop->xmid, sop->ymid, sp->x, sp->y, -delta_ang, &sp->x, &sp->y); in MovePoints()
1861 rotatepoint(sop->xmid, sop->ymid, sp->x, sp->y, delta_ang, &sp->x, &sp->y); in MovePoints()
1871 rotatepoint(sop->xmid, sop->ymid, sp->x, sp->y, delta_ang, &sp->x, &sp->y); in MovePoints()
H A Dmclip.c537 rotatepoint(pp->posx, pp->posy, ox[i], oy[i], rot_ang, &x[i], &y[i]); in RectClipTurn()
H A Ddraw.c1866 rotatepoint(0,0,dx,dy,(-pp->pang)&2047,&dx,&dy); in DrawCrosshair()
/dports/games/NBlood/NBlood-a1689a4/source/sw/src/
H A Drotator.cpp413 rotatepoint(*(vec2_t *)&pivot->x, orig, r->pos, &nxy); in DoRotatorMove()
H A Dtrack.cpp1667rotatepoint(*(vec2_t *)&sop->xmid, *(vec2_t *)&pp->RevolveX, pp->RevolveDeltaAng, (vec2_t *)&pp->p… in MovePlayer()
1752 rotatepoint(*(vec2_t *)&sop->xmid, *(vec2_t *)&wp->x, rot_ang, &rxy); in MovePoints()
1865 rotatepoint(*(vec2_t *)&sop->xmid, *(vec2_t *)&sp->x, -delta_ang, (vec2_t *)&sp->x); in MovePoints()
1870 rotatepoint(*(vec2_t *)&sop->xmid, *(vec2_t *)&sp->x, delta_ang, (vec2_t *)&sp->x); in MovePoints()
1880 rotatepoint(*(vec2_t *)&sop->xmid, *(vec2_t *)&sp->x, delta_ang, (vec2_t *)&sp->x); in MovePoints()
H A Dmclip.cpp532 rotatepoint(*(vec2_t *)&pp->posx, p, rot_ang, &xy[i]); in RectClipTurn()
/dports/games/jfsw/jfsw-c434002/jfbuild/include/
H A Dbuild.h443 void rotatepoint(int xpivot, int ypivot, int x, int y, short daang, int *x2, int *y2);
/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/
H A Dactors6.c163 rotatepoint( sprite[j].x,sprite[j].y, in moveeffectors()
197 rotatepoint(sprite[j].x,sprite[j].y, in moveeffectors()
434 rotatepoint(s->x,s->y,ps[p].posx,ps[p].posy,q,&ps[p].posx,&ps[p].posy); in moveeffectors()
461 rotatepoint(s->x,s->y, in moveeffectors()
H A Dactors1.c950 rotatepoint( in ms()
/dports/games/NBlood/NBlood-a1689a4/source/tekwar/src/
H A Dtektag.cpp502 rotatepoint(pivot, p, swingang[i], &p2); in tagcode()
549 rotatepoint(pivot, p, swingang[i], &p2); in tagcode()
587 rotatepoint(pivot,p,revolveang[i],&p2); in tagcode()
2580 rotatepoint(pivot,p1,curang,&p2); in movevehicles()
2621 rotatepoint(pivot,p1,rotang,&p2); in movevehicles()
2639 rotatepoint(pivot,p2,rotang,&pos); in movevehicles()
/dports/games/NBlood/NBlood-a1689a4/source/witchaven/src/
H A Deffects.cpp494 rotatepoint(pivot, p, revolveang[i], &p2); in revolvefx()
522 rotatepoint(pivot, p, revolvesyncrotang, &p2); in revolvefx()
H A Dtags.cpp1377 rotatepoint(pivot, p, swingdoor[i].ang, &p2); in animatetags()
1420 rotatepoint(pivot, p, swingdoor[i].ang, &p2); in animatetags()
/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/enginerr/
H A DBUILD.C1959 rotatepoint(0,0,dax,day,ang,&dax,&day); in editinput()
2832 rotatepoint(dax,day,wall[j].x,wall[j].y,1,&wall[j].x,&wall[j].y); in overheadeditor()
2849 rotatepoint(dax,day,sprite[j].x,sprite[j].y,1,&sprite[j].x,&sprite[j].y); in overheadeditor()
2927 rotatepoint(dax,day,wall[j].x,wall[j].y,2047,&wall[j].x,&wall[j].y); in overheadeditor()
2944 rotatepoint(dax,day,sprite[j].x,sprite[j].y,2047,&sprite[j].x,&sprite[j].y); in overheadeditor()
/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/enginera/
H A DBUILD.C1959 rotatepoint(0,0,dax,day,ang,&dax,&day); in editinput()
2832 rotatepoint(dax,day,wall[j].x,wall[j].y,1,&wall[j].x,&wall[j].y); in overheadeditor()
2849 rotatepoint(dax,day,sprite[j].x,sprite[j].y,1,&sprite[j].x,&sprite[j].y); in overheadeditor()
2927 rotatepoint(dax,day,wall[j].x,wall[j].y,2047,&wall[j].x,&wall[j].y); in overheadeditor()
2944 rotatepoint(dax,day,sprite[j].x,sprite[j].y,2047,&sprite[j].x,&sprite[j].y); in overheadeditor()
/dports/games/jfsw/jfsw-c434002/jfbuild/src/
H A Dbuild.c2186 rotatepoint(0,0,dax,day,ang,&dax,&day); in editinput()
3110 rotatepoint(dax,day,wall[j].x,wall[j].y,1,&wall[j].x,&wall[j].y); in overheadeditor()
3127 rotatepoint(dax,day,sprite[j].x,sprite[j].y,1,&sprite[j].x,&sprite[j].y); in overheadeditor()
3205 rotatepoint(dax,day,wall[j].x,wall[j].y,2047,&wall[j].x,&wall[j].y); in overheadeditor()
3222 rotatepoint(dax,day,sprite[j].x,sprite[j].y,2047,&sprite[j].x,&sprite[j].y); in overheadeditor()
/dports/science/apbs/apbs-pdb2pqr-apbs-1.5-102-g500c1473/apbs/externals/fetk/gamer/src/tetgen/src_c/
H A Dtetgen.h1581 void rotatepoint(REAL* p, REAL rotangle, REAL* p1, REAL* p2);
/dports/science/apbs/apbs-pdb2pqr-apbs-1.5-102-g500c1473/apbs/externals/fetk/gamer/src/tetgen/gamer/
H A Dtetgen.h1628 void rotatepoint(REAL* p, REAL rotangle, REAL* p1, REAL* p2);
/dports/games/NBlood/NBlood-a1689a4/source/build/src/
H A D2d.cpp649 rotatepoint(0, 0, sx, sy, -m32_sideang, dx, dy);
/dports/games/NBlood/NBlood-a1689a4/source/build/include/
H A Dbuild.h1335 void rotatepoint(vec2_t const pivot, vec2_t p, int16_t const daang, vec2_t * const p2) ATTRIBUTE((n…
/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/
H A Dactors.cpp6325 rotatepoint(sprite[j].pos.vec2,pPlayer->pos.vec2,(q*l),&r); in G_MoveEffectors()
6355rotatepoint(sprite[j].pos.vec2, sprite[p].pos.vec2, (q * l), &sprite[p].pos.vec2); in G_MoveEffectors()
6534rotatepoint(pSprite->pos.vec2, pPlayer->pos.vec2, q, &pPlayer->pos.vec2); in G_MoveEffectors()
6560rotatepoint(pSprite->pos.vec2, sprite[j].pos.vec2, q, &sprite[j].pos.vec2); in G_MoveEffectors()

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