/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/hud/ |
H A D | hudbrackets.cpp | 309 vec3d subobj_pos; 318 get_subsystem_world_pos(targetp, subsys, &subobj_pos); 320 g3_rotate_vertex(&subobj_vertex,&subobj_pos); 360 … Player->subsys_in_view = ship_subsystem_in_sight(targetp, subsys, &View_position, &subobj_pos, 0); 604 vec3d subobj_pos; in draw_subsys_brackets() local 612 get_subsystem_world_pos(targetp, subsys, &subobj_pos); in draw_subsys_brackets() 614 g3_rotate_vertex(&subobj_vertex,&subobj_pos); in draw_subsys_brackets() 663 int in_sight = ship_subsystem_in_sight(targetp, subsys, &View_position, &subobj_pos, 0); in draw_subsys_brackets() 1048 vec3d subobj_pos; in renderBoundingBracketsSubobject() local 1059 get_subsystem_world_pos(targetp, subsys, &subobj_pos); in renderBoundingBracketsSubobject() [all …]
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H A D | hudlock.cpp | 438 vec3d subobj_pos; in hud_lock_on_subsys_ok() local 450 vm_vec_unrotate(&subobj_pos, &subsys->system_info->pnt, &target_objp->orient); in hud_lock_on_subsys_ok() 451 vm_vec_add2(&subobj_pos, &target_objp->pos); in hud_lock_on_subsys_ok() 454 in_sight = ship_subsystem_in_sight(target_objp, subsys, &View_position, &subobj_pos); in hud_lock_on_subsys_ok() 574 vec3d subobj_pos; in hud_do_lock_indicator() local 575 vm_vec_unrotate(&subobj_pos, &Player->locking_subsys->system_info->pnt, &tobjp->orient); in hud_do_lock_indicator() 576 vm_vec_add2(&subobj_pos, &tobjp->pos); in hud_do_lock_indicator() 577 …s_in_sight = ship_subsystem_in_sight(tobjp, Player->locking_subsys, &Player_obj->pos, &subobj_pos); in hud_do_lock_indicator()
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H A D | hudtargetbox.cpp | 1741 vec3d subobj_pos; in hud_targetbox_subsystem_in_view() local 1748 get_subsystem_pos(&subobj_pos, target_objp, subsys); in hud_targetbox_subsystem_in_view() 1752 rval = ship_subsystem_in_sight(target_objp, subsys, &View_position, &subobj_pos, 0); in hud_targetbox_subsystem_in_view() 1765 vm_vec_add2(&subobj_pos, &delta); in hud_targetbox_subsystem_in_view() 1769 g3_rotate_vertex(&subobj_vertex, &subobj_pos); in hud_targetbox_subsystem_in_view()
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H A D | hudtarget.cpp | 2680 vec3d subobj_pos; in hud_target_subsystem_in_reticle() local 2715 get_subsystem_world_pos(targetp, subsys, &subobj_pos); in hud_target_subsystem_in_reticle() 2717 vm_vec_normalized_dir(&vec_to_target, &subobj_pos, &Eye_position); in hud_target_subsystem_in_reticle() 7158 vec3d subobj_pos; in render() local 7224 vm_vec_unrotate(&subobj_pos, &bank->pnt[k], &object_orient); in render() 7228 g3_rotate_vertex(&draw_point, &subobj_pos); in render()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/hud/ |
H A D | hudbrackets.cpp | 232 vec3d subobj_pos; in draw_subsys_brackets() local 240 get_subsystem_world_pos(targetp, subsys, &subobj_pos); in draw_subsys_brackets() 242 g3_rotate_vertex(&subobj_vertex,&subobj_pos); in draw_subsys_brackets() 252 …bound_rc = subobj_find_2d_bound(subsys->system_info->radius, &targetp->orient, &subobj_pos, &x1,&y… in draw_subsys_brackets() 291 int in_sight = ship_subsystem_in_sight(targetp, subsys, &View_position, &subobj_pos, 0); in draw_subsys_brackets() 694 vec3d subobj_pos; in renderBoundingBracketsSubobject() local 705 get_subsystem_world_pos(targetp, subsys, &subobj_pos); in renderBoundingBracketsSubobject() 707 g3_rotate_vertex(&subobj_vertex,&subobj_pos); in renderBoundingBracketsSubobject() 717 …bound_rc = subobj_find_2d_bound(subsys->system_info->radius, &targetp->orient, &subobj_pos, &x1,&y… in renderBoundingBracketsSubobject() 756 … Player->subsys_in_view = ship_subsystem_in_sight(targetp, subsys, &View_position, &subobj_pos, 0); in renderBoundingBracketsSubobject()
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H A D | hudlock.cpp | 492 vec3d subobj_pos; in hud_lock_on_subsys_ok() local 504 vm_vec_unrotate(&subobj_pos, &subsys->system_info->pnt, &target_objp->orient); in hud_lock_on_subsys_ok() 505 vm_vec_add2(&subobj_pos, &target_objp->pos); in hud_lock_on_subsys_ok() 508 in_sight = ship_subsystem_in_sight(target_objp, subsys, &View_position, &subobj_pos); in hud_lock_on_subsys_ok() 639 vec3d subobj_pos; in hud_do_lock_indicator() local 640 vm_vec_unrotate(&subobj_pos, &Player->locking_subsys->system_info->pnt, &tobjp->orient); in hud_do_lock_indicator() 641 vm_vec_add2(&subobj_pos, &tobjp->pos); in hud_do_lock_indicator() 986 vec3d subobj_pos; in hud_lock_determine_lock_target() local 989 vm_vec_add2(&subobj_pos, &lock_slot->obj->pos); in hud_lock_determine_lock_target() 1037 vec3d subobj_pos; in hud_lock_determine_lock_target() local [all …]
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H A D | hudtargetbox.cpp | 1810 vec3d subobj_pos; in hud_targetbox_subsystem_in_view() local 1817 get_subsystem_pos(&subobj_pos, target_objp, subsys); in hud_targetbox_subsystem_in_view() 1821 rval = ship_subsystem_in_sight(target_objp, subsys, &View_position, &subobj_pos, 0); in hud_targetbox_subsystem_in_view() 1834 vm_vec_add2(&subobj_pos, &delta); in hud_targetbox_subsystem_in_view() 1838 g3_rotate_vertex(&subobj_vertex, &subobj_pos); in hud_targetbox_subsystem_in_view()
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H A D | hudtarget.cpp | 2623 vec3d subobj_pos; in hud_target_subsystem_in_reticle() local 2658 get_subsystem_world_pos(targetp, subsys, &subobj_pos); in hud_target_subsystem_in_reticle() 2660 vm_vec_normalized_dir(&vec_to_target, &subobj_pos, &Eye_position); in hud_target_subsystem_in_reticle() 7197 vec3d subobj_pos; in render() local 7292 vm_vec_unrotate(&subobj_pos, &bank->pnt[k], &object_orient); in render() 7296 g3_rotate_vertex(&draw_point, &subobj_pos); in render()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/fred2/ |
H A D | fredrender.cpp | 473 vec3d subobj_pos; in get_subsys_bounding_rect() local 475 get_subsystem_world_pos2(ship_obj, subsys, &subobj_pos); in get_subsys_bounding_rect() 477 g3_rotate_vertex(&subobj_vertex, &subobj_pos); in get_subsys_bounding_rect() 485 …bound_rc = subobj_find_2d_bound(subsys->system_info->radius, &ship_obj->orient, &subobj_pos, x1, y… in get_subsys_bounding_rect()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/fred2/ |
H A D | fredrender.cpp | 1099 vec3d subobj_pos; in get_subsys_bounding_rect() local 1101 get_subsystem_world_pos2(ship_obj, subsys, &subobj_pos); in get_subsys_bounding_rect() 1103 g3_rotate_vertex(&subobj_vertex, &subobj_pos); in get_subsys_bounding_rect() 1111 …bound_rc = subobj_find_2d_bound(subsys->system_info->radius, &ship_obj->orient, &subobj_pos, x1, y… in get_subsys_bounding_rect()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/ai/ |
H A D | aiturret.cpp | 1429 vec3d subobj_pos, vector_out; in aifft_compute_turret_dot() local 1431 vm_vec_unrotate(&subobj_pos, &enemy_subsysp->system_info->pnt, &enemy_objp->orient); in aifft_compute_turret_dot() 1432 vm_vec_add2(&subobj_pos, &enemy_objp->pos); in aifft_compute_turret_dot() 1434 …if (ship_subsystem_in_sight(enemy_objp, enemy_subsysp, abs_gunposp, &subobj_pos, 1, &dot_out, &vec… in aifft_compute_turret_dot()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/missionui/ |
H A D | missionweaponchoice.cpp | 939 vec3d subobj_pos; in wl_render_overhead_view() local 955 vm_vec_unrotate(&subobj_pos,&pm->gun_banks[x].pnt[y],&object_orient); in wl_render_overhead_view() 956 g3_rotate_vertex(&draw_point, &subobj_pos); in wl_render_overhead_view() 1019 vm_vec_unrotate(&subobj_pos,&pm->missile_banks[x].pnt[y],&object_orient); in wl_render_overhead_view() 1020 g3_rotate_vertex(&draw_point, &subobj_pos); in wl_render_overhead_view()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/missionui/ |
H A D | missionweaponchoice.cpp | 902 vec3d subobj_pos; in wl_render_overhead_view() local 919 vm_vec_unrotate(&subobj_pos,&pm->gun_banks[x].pnt[y],&object_orient); in wl_render_overhead_view() 920 g3_rotate_vertex(&draw_point, &subobj_pos); in wl_render_overhead_view() 983 vm_vec_unrotate(&subobj_pos,&pm->missile_banks[x].pnt[y],&object_orient); in wl_render_overhead_view() 984 g3_rotate_vertex(&draw_point, &subobj_pos); in wl_render_overhead_view()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ai/ |
H A D | aiturret.cpp | 1417 vec3d subobj_pos, vector_out; in aifft_compute_turret_dot() local 1419 vm_vec_unrotate(&subobj_pos, &enemy_subsysp->system_info->pnt, &enemy_objp->orient); in aifft_compute_turret_dot() 1420 vm_vec_add2(&subobj_pos, &enemy_objp->pos); in aifft_compute_turret_dot() 1422 …if (ship_subsystem_in_sight(enemy_objp, enemy_subsysp, abs_gunposp, &subobj_pos, 1, &dot_out, &vec… in aifft_compute_turret_dot()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ship/ |
H A D | shipfx.cpp | 275 vec3d subobj_pos; in shipfx_blow_off_subsystem() local 279 get_subsystem_world_pos(ship_objp, subsys, &subobj_pos); in shipfx_blow_off_subsystem() 286 shipfx_blow_up_model(ship_objp, psub->subobj_num, 50, &subobj_pos ); in shipfx_blow_off_subsystem() 297 …fireball_create( &subobj_pos, fireball_type, FIREBALL_MEDIUM_EXPLOSION, OBJ_INDEX(ship_objp), psub… in shipfx_blow_off_subsystem()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/ship/ |
H A D | shipfx.cpp | 304 vec3d subobj_pos; in shipfx_blow_off_subsystem() local 309 get_subsystem_world_pos(ship_obj, subsys, &subobj_pos); in shipfx_blow_off_subsystem() 316 shipfx_blow_up_model(ship_obj, model_num, psub->subobj_num, 50, &subobj_pos ); in shipfx_blow_off_subsystem() 327 …fireball_create( &subobj_pos, fireball_type, FIREBALL_MEDIUM_EXPLOSION, OBJ_INDEX(ship_obj), psub-… in shipfx_blow_off_subsystem()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/patches/ |
H A D | colonial_hud.patch | 3284 + vec3d subobj_pos; 3350 + vm_vec_unrotate(&subobj_pos, &bank->pnt[k], &object_orient); 3351 + //vm_vec_sub(&subobj_pos, &Eye_position, &subobj_pos); 3354 + g3_rotate_vertex(&draw_point, &subobj_pos);
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