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Searched refs:trm_rotated (Results 1 – 3 of 3) sorted by relevance

/dports/games/dhewm3/dhewm3-1.5.1/neo/cm/
H A DCollisionModel_contents.cpp481 bool model_rotated, trm_rotated; in ContentsTrm() local
523 trm_rotated = trmAxis.IsRotated(); in ContentsTrm()
526 if ( trm_rotated ) { in ContentsTrm()
544 if ( trm_rotated ) { in ContentsTrm()
575 if ( trm_rotated & model_rotated ) { in ContentsTrm()
580 } else if ( trm_rotated ) { in ContentsTrm()
H A DCollisionModel_translate.cpp769 bool model_rotated, trm_rotated; in Translation() local
900 trm_rotated = trmAxis.IsRotated(); in Translation()
903 if ( trm_rotated ) { in Translation()
921 if ( trm_rotated ) { in Translation()
937 if ( trm_rotated & model_rotated ) { in Translation()
942 } else if ( trm_rotated ) { in Translation()
H A DCollisionModel_rotate.cpp1257 bool model_rotated, trm_rotated; in Rotation180() local
1404 trm_rotated = trmAxis.IsRotated(); in Rotation180()
1407 if ( trm_rotated ) { in Rotation180()
1437 if ( trm_rotated ) { in Rotation180()
1492 if ( trm_rotated & model_rotated ) { in Rotation180()
1497 } else if ( trm_rotated ) { in Rotation180()