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Searched refs:shotAngle (Results 1 – 8 of 8) sorted by relevance

/dports/games/bzflag-server/bzflag-2.4.22/src/bzflag/
H A DPlan.cxx181 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()
H A DAutoPilot.cxx121 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()
H A DRobotPlayer.cxx254 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()
/dports/games/bzflag/bzflag-2.4.22/src/bzflag/
H A DPlan.cxx181 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()
H A DAutoPilot.cxx121 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()
H A DRobotPlayer.cxx254 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()
/dports/games/freesynd/freesynd-0.7.5/src/
H A Dweapon.h202 double shotAngle() { return shot_angle_; } in shotAngle() function
/dports/games/freesynd/freesynd-0.7.5/src/model/
H A Dshot.cpp74 double angle = dmg_.pWeapon->getWeaponClass()->shotAngle(); in diffuseImpact()