Searched refs:shotAngle (Results 1 – 8 of 8) sorted by relevance
/dports/games/bzflag-server/bzflag-2.4.22/src/bzflag/ |
H A D | Plan.cxx | 181 float shotAngle = atan2f(shotVel[1],shotVel[0]); in avoidBullet() local 182 float shotUnitVec[2] = {cosf(shotAngle), sinf(shotAngle)}; in avoidBullet() 199 … float rotation1 = TargetingUtils::normalizeAngle((float)((shotAngle + M_PI/2.0) - myAzimuth)); in avoidBullet() 201 … float rotation2 = TargetingUtils::normalizeAngle((float)((shotAngle - M_PI/2.0) - myAzimuth)); in avoidBullet() 268 float shotAngle = atan2f(shotVel[1], shotVel[0]); in findWorstBullet() local 269 float shotUnitVec[2] = {cosf(shotAngle), sinf(shotAngle)}; in findWorstBullet() 304 float shotAngle = atan2f(shotVel[1], shotVel[0]); in findWorstBullet() local 305 float shotUnitVec[2] = {cosf(shotAngle), sinf(shotAngle)}; in findWorstBullet()
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H A D | AutoPilot.cxx | 121 float shotAngle = atan2f(shotVel[1], shotVel[0]); in findWorstBullet() local 122 float shotUnitVec[2] = {cosf(shotAngle), sinf(shotAngle)}; in findWorstBullet() 156 float shotAngle = atan2f(shotVel[1], shotVel[0]); in findWorstBullet() local 157 float shotUnitVec[2] = {cosf(shotAngle), sinf(shotAngle)}; in findWorstBullet() 224 float shotAngle = atan2f(shotVel[1],shotVel[0]); in avoidBullet() local 225 float shotUnitVec[2] = {cosf(shotAngle), sinf(shotAngle)}; in avoidBullet() 242 … float rotation1 = TargetingUtils::normalizeAngle((float)((shotAngle + M_PI/2.0) - myAzimuth)); in avoidBullet() 244 … float rotation2 = TargetingUtils::normalizeAngle((float)((shotAngle - M_PI/2.0) - myAzimuth)); in avoidBullet()
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H A D | RobotPlayer.cxx | 254 float shotAngle = atan2f(shotVel[1], shotVel[0]); in doUpdateMotion() local 255 float shotUnitVec[2] = {cosf(shotAngle), sinf(shotAngle)}; in doUpdateMotion() 263 float rotation1 = (float)((shotAngle + M_PI/2.0) - azimuth); in doUpdateMotion() 267 float rotation2 = (float)((shotAngle - M_PI/2.0) - azimuth); in doUpdateMotion()
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/dports/games/bzflag/bzflag-2.4.22/src/bzflag/ |
H A D | Plan.cxx | 181 float shotAngle = atan2f(shotVel[1],shotVel[0]); in avoidBullet() local 182 float shotUnitVec[2] = {cosf(shotAngle), sinf(shotAngle)}; in avoidBullet() 199 … float rotation1 = TargetingUtils::normalizeAngle((float)((shotAngle + M_PI/2.0) - myAzimuth)); in avoidBullet() 201 … float rotation2 = TargetingUtils::normalizeAngle((float)((shotAngle - M_PI/2.0) - myAzimuth)); in avoidBullet() 268 float shotAngle = atan2f(shotVel[1], shotVel[0]); in findWorstBullet() local 269 float shotUnitVec[2] = {cosf(shotAngle), sinf(shotAngle)}; in findWorstBullet() 304 float shotAngle = atan2f(shotVel[1], shotVel[0]); in findWorstBullet() local 305 float shotUnitVec[2] = {cosf(shotAngle), sinf(shotAngle)}; in findWorstBullet()
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H A D | AutoPilot.cxx | 121 float shotAngle = atan2f(shotVel[1], shotVel[0]); in findWorstBullet() local 122 float shotUnitVec[2] = {cosf(shotAngle), sinf(shotAngle)}; in findWorstBullet() 156 float shotAngle = atan2f(shotVel[1], shotVel[0]); in findWorstBullet() local 157 float shotUnitVec[2] = {cosf(shotAngle), sinf(shotAngle)}; in findWorstBullet() 224 float shotAngle = atan2f(shotVel[1],shotVel[0]); in avoidBullet() local 225 float shotUnitVec[2] = {cosf(shotAngle), sinf(shotAngle)}; in avoidBullet() 242 … float rotation1 = TargetingUtils::normalizeAngle((float)((shotAngle + M_PI/2.0) - myAzimuth)); in avoidBullet() 244 … float rotation2 = TargetingUtils::normalizeAngle((float)((shotAngle - M_PI/2.0) - myAzimuth)); in avoidBullet()
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H A D | RobotPlayer.cxx | 254 float shotAngle = atan2f(shotVel[1], shotVel[0]); in doUpdateMotion() local 255 float shotUnitVec[2] = {cosf(shotAngle), sinf(shotAngle)}; in doUpdateMotion() 263 float rotation1 = (float)((shotAngle + M_PI/2.0) - azimuth); in doUpdateMotion() 267 float rotation2 = (float)((shotAngle - M_PI/2.0) - azimuth); in doUpdateMotion()
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/dports/games/freesynd/freesynd-0.7.5/src/ |
H A D | weapon.h | 202 double shotAngle() { return shot_angle_; } in shotAngle() function
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/dports/games/freesynd/freesynd-0.7.5/src/model/ |
H A D | shot.cpp | 74 double angle = dmg_.pWeapon->getWeaponClass()->shotAngle(); in diffuseImpact()
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