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Searched refs:vec3_t (Results 1 – 25 of 4764) sorted by relevance

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/dports/games/openjk/OpenJK-07675e2/codeJK2/cgame/
H A DFxUtil.h71 CTail *FX_AddTail( vec3_t org, vec3_t vel, vec3_t accel,
80 CTail *FX_AddTail( int clientID, vec3_t org, vec3_t vel, vec3_t accel,
97 CEmitter *FX_AddEmitter( vec3_t org, vec3_t vel, vec3_t accel,
111 COrientedParticle *FX_AddOrientedParticle( vec3_t org, vec3_t norm, vec3_t vel, vec3_t accel,
121 vec3_t vel, vec3_t accel,
132 void FX_AddSprite( vec3_t origin, vec3_t vel, vec3_t accel,
138 void FX_AddSprite( vec3_t origin, vec3_t vel, vec3_t accel,
141 vec3_t sRGB, vec3_t eRGB,
153 vec3_t sRGB, vec3_t eRGB,
157 vec3_t vel, vec3_t accel,
[all …]
/dports/games/egl/egl-0.3.1_9/cgame/
H A Dcg_effects.h448 void CG_BlasterTip (vec3_t start, vec3_t end);
455 void CG_PhalanxTip (vec3_t start, vec3_t end);
466 void CG_GloomBlobTip (vec3_t start, vec3_t end);
495 void CG_BubbleTrail (vec3_t start, vec3_t end);
497 void CG_DebugTrail (vec3_t start, vec3_t end);
500 void CG_GrenadeTrail (vec3_t start, vec3_t end);
501 void CG_Heatbeam (vec3_t start, vec3_t forward);
503 void CG_QuadTrail (vec3_t start, vec3_t end);
504 void CG_RailTrail (vec3_t start, vec3_t end);
505 void CG_RocketTrail (vec3_t start, vec3_t end);
[all …]
/dports/games/openjk/OpenJK-07675e2/code/cgame/
H A DFxUtil.h59 CTail *FX_AddTail( int clientID, vec3_t org, vec3_t vel, vec3_t accel,
76 CEmitter *FX_AddEmitter( vec3_t org, vec3_t vel, vec3_t accel,
80 vec3_t angs, vec3_t deltaAngs,
90 …rientedParticle *FX_AddOrientedParticle( int clientID, vec3_t org, vec3_t norm, vec3_t vel, vec3_t
100 vec3_t vel, vec3_t accel,
111 void FX_AddSprite( vec3_t origin, vec3_t vel, vec3_t accel,
117 void FX_AddSprite( vec3_t origin, vec3_t vel, vec3_t accel,
120 vec3_t sRGB, vec3_t eRGB,
132 vec3_t sRGB, vec3_t eRGB,
136 vec3_t vel, vec3_t accel,
[all …]
/dports/games/ufoai/ufoai-2.5-source/src/shared/
H A Dmathlib.h196 void VectorClampMA(vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc);
199 void MatrixMultiply(const vec3_t a[3], const vec3_t b[3], vec3_t c[3]);
204 void VectorRotate(vec3_t m[3], const vec3_t va, vec3_t vb);
207 void AddPointToBounds(const vec3_t v, vec3_t mins, vec3_t maxs);
209 bool VectorNearer(const vec3_t v1, const vec3_t v2, const vec3_t comp);
211 void CrossProduct(const vec3_t v1, const vec3_t v2, vec3_t cross);
222 void VectorCalcMinsMaxs(const vec3_t center, const vec3_t size, vec3_t mins, vec3_t maxs);
233 void CalculateMinsMaxs(const vec3_t angles, const vec3_t mins, const vec3_t maxs, const vec3_t orig…
238 void AngleVectors(const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
256 void TangentVectors(const vec3_t normal, const vec3_t sdir, const vec3_t tdir, vec4_t tangent, vec3…
[all …]
/dports/games/q2p/Q2P-0.2-2006-12-31/client/
H A Dclient.h627 void ClipVelocity (vec3_t in, vec3_t normal, vec3_t out);
668 void CL_ParticleEffectSparks(vec3_t org, vec3_t dir, vec3_t color, int count);
681 void CL_HyperBlasterEffect(vec3_t start, vec3_t end, vec3_t angle,
693 void CL_BloodHit (vec3_t org, vec3_t dir);
699 void CL_ParticleFootPrint (vec3_t org, vec3_t angle, float size, vec3_t color);
711 void CL_HyperBlasterEffect(vec3_t start, vec3_t end, vec3_t angle,
722 void CL_RailTrail(vec3_t start, vec3_t end);
759 void CL_Heatbeam (vec3_t start, vec3_t end);
878 void V_AddParticle(vec3_t org, vec3_t angle, vec3_t color,
960 trace_t CL_PMSurfaceTrace (int playernum, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int c…
[all …]
/dports/games/openjk/OpenJK-07675e2/shared/qcommon/
H A Dq_math.h126 void AnglesSubtract( vec3_t v1, vec3_t v2, vec3_t v3 );
148 void GetAnglesForDirection( const vec3_t p1, const vec3_t p2, vec3_t out );
149 void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
150 qboolean G_FindClosestPointOnLineSegment( const vec3_t start, const vec3_t end, const vec3_t from,
161 void ClearBounds( vec3_t mins, vec3_t maxs );
162 void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );
246 void VectorAdd( const vec3_t vec1, const vec3_t vec2, vec3_t vecOut );
247 void VectorSubtract( const vec3_t vec1, const vec3_t vec2, vec3_t vecOut );
262 void CrossProduct( const vec3_t vec1, const vec3_t vec2, vec3_t vecOut );
272 void MakeNormalVectors( const vec3_t forward, vec3_t right, vec3_t up);
[all …]
/dports/games/quake2-relay/relay-0.4/common/
H A Dq2utils.h13 extern void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
14 extern void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
23 extern void ClearBounds (vec3_t mins, vec3_t maxs);
24 extern void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs);
27 extern void VectorMA (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc);
28 extern vec_t _DotProduct (vec3_t v1, vec3_t v2);
29 extern void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out);
30 extern void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out);
31 extern void _VectorCopy (vec3_t in, vec3_t out);
32 extern void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross);
[all …]
/dports/games/gtkradiant/GPL/GtkRadiant/libs/
H A Dmathlib.h86 void VectorMA( const vec3_t va, vec_t scale, const vec3_t vb, vec3_t vc );
88 void _CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross);
89 vec_t VectorNormalize (const vec3_t in, vec3_t out);
90 vec_t ColorNormalize( const vec3_t in, vec3_t out );
107 void ClearBounds (vec3_t mins, vec3_t maxs);
108 void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs);
115 void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
116 void VectorToAngles( vec3_t vec, vec3_t angles );
124 void VectorRotate (vec3_t vIn, vec3_t vRotation, vec3_t out);
125 void VectorRotateOrigin (vec3_t vIn, vec3_t vRotation, vec3_t vOrigin, vec3_t out);
[all …]
/dports/games/openjk/OpenJK-07675e2/codemp/cgame/
H A Dfx_local.h38 void FX_BryarHitWall( vec3_t origin, vec3_t normal );
46 void FX_BlasterWeaponHitWall( vec3_t origin, vec3_t normal );
50 void FX_DisruptorMainShot( vec3_t start, vec3_t end );
52 void FX_DisruptorAltMiss( vec3_t origin, vec3_t normal );
53 void FX_DisruptorAltHit( vec3_t origin, vec3_t normal );
54 void FX_DisruptorHitWall( vec3_t origin, vec3_t normal );
60 void FX_BowcasterHitWall( vec3_t origin, vec3_t normal );
66 void FX_RepeaterHitWall( vec3_t origin, vec3_t normal );
67 void FX_RepeaterAltHitWall( vec3_t origin, vec3_t normal );
73 void FX_DEMP2_HitWall( vec3_t origin, vec3_t normal );
[all …]
/dports/games/netradiant/netradiant-20150621-src/libs/
H A Dmathlib.h98 void VectorMA( const vec3_t va, vec_t scale, const vec3_t vb, vec3_t vc );
100 void _CrossProduct( vec3_t v1, vec3_t v2, vec3_t cross );
104 vec_t VectorNormalize( const vec3_t in, vec3_t out );
105 vec_t ColorNormalize( const vec3_t in, vec3_t out );
122 void ClearBounds( vec3_t mins, vec3_t maxs );
123 void AddPointToBounds( vec3_t v, vec3_t mins, vec3_t maxs );
130 void AngleVectors( vec3_t angles, vec3_t forward, vec3_t right, vec3_t up );
131 void VectorToAngles( vec3_t vec, vec3_t angles );
139 void VectorRotate( vec3_t vIn, vec3_t vRotation, vec3_t out );
140 void VectorRotateOrigin( vec3_t vIn, vec3_t vRotation, vec3_t vOrigin, vec3_t out );
[all …]
/dports/games/qudos/QuDos-0.40.1-src/src/client/
H A Dclient.h62 void vectoangles2(vec3_t value1, vec3_t angles);
552 void CL_BlasterTrail(vec3_t start, vec3_t end);
553 void CL_QuadTrail(vec3_t start, vec3_t end);
554 void CL_RailTrail(vec3_t start, vec3_t end);
555 void CL_BubbleTrail(vec3_t start, vec3_t end);
560 void CL_TrackerTrail(vec3_t start, vec3_t end);
571 void ClipCam (vec3_t start, vec3_t end, vec3_t newpos);
577 void CL_DebugTrail(vec3_t start, vec3_t end);
580 void CL_SmokeTrail(vec3_t start, vec3_t end);
625 void CL_HyperBlasterEffect(vec3_t start, vec3_t end, vec3_t angle,
[all …]
/dports/games/openjk/OpenJK-07675e2/codemp/client/
H A DFxUtil.h34 CParticle *FX_AddParticle( vec3_t org, vec3_t vel, vec3_t accel,
37 vec3_t rgb1, vec3_t rgb2, float rgbParm,
39 vec3_t min, vec3_t max, float elasticity,
45 CLine *FX_AddLine( vec3_t start, vec3_t end,
48 vec3_t rgb1, vec3_t rgb2, float rgbParm,
60 CTail *FX_AddTail( vec3_t org, vec3_t vel, vec3_t accel,
82 CEmitter *FX_AddEmitter( vec3_t org, vec3_t vel, vec3_t accel,
86 vec3_t angs, vec3_t deltaAngs,
100 COrientedParticle *FX_AddOrientedParticle( vec3_t org, vec3_t norm, vec3_t vel, vec3_t accel,
105 vec3_t min, vec3_t max, float bounce,
[all …]
/dports/games/quake2-source/quake2-r0.16.2/src/client/
H A Dclient.h54 void vectoangles2 (vec3_t value1, vec3_t angles);
373 vec3_t org;
374 vec3_t dir;
462 void CL_BlasterTrail (vec3_t start, vec3_t end);
463 void CL_QuadTrail (vec3_t start, vec3_t end);
464 void CL_RailTrail (vec3_t start, vec3_t end);
465 void CL_BubbleTrail (vec3_t start, vec3_t end);
473 void CL_IonripperTrail (vec3_t start, vec3_t end);
478 void CL_BlasterTrail2 (vec3_t start, vec3_t end);
479 void CL_DebugTrail (vec3_t start, vec3_t end);
[all …]
/dports/games/quake2lnx/quake2-r0.16.2/src/client/
H A Dclient.h54 void vectoangles2 (vec3_t value1, vec3_t angles);
373 vec3_t org;
374 vec3_t dir;
462 void CL_BlasterTrail (vec3_t start, vec3_t end);
463 void CL_QuadTrail (vec3_t start, vec3_t end);
464 void CL_RailTrail (vec3_t start, vec3_t end);
465 void CL_BubbleTrail (vec3_t start, vec3_t end);
473 void CL_IonripperTrail (vec3_t start, vec3_t end);
478 void CL_BlasterTrail2 (vec3_t start, vec3_t end);
479 void CL_DebugTrail (vec3_t start, vec3_t end);
[all …]
/dports/games/egl/egl-0.3.1_9/common/
H A Dcm_common.h29 vec3_t mins;
30 vec3_t maxs;
78 int CM_Q2BSP_HeadnodeForBox (vec3_t mins, vec3_t maxs);
83 int CM_Q2BSP_TransformedPointContents (vec3_t p, int headNode, vec3_t origin, vec3_t angles);
85 trace_t CM_Q2BSP_Trace (vec3_t start, vec3_t end, float size, int contentMask);
86 trace_t CM_Q2BSP_BoxTrace (vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int headNode, int b…
87 …dBoxTrace (trace_t *out, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int headNode, int bru…
122 int CM_Q3BSP_HeadnodeForBox (vec3_t mins, vec3_t maxs);
127 int CM_Q3BSP_TransformedPointContents (vec3_t p, int headNode, vec3_t origin, vec3_t angles);
130 trace_t CM_Q3BSP_BoxTrace (vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int headNode, int b…
[all …]
/dports/games/quake2max/Quake2maX_0.45-src_unix/client/
H A Dclient.h468 void CL_BlasterTrail (vec3_t start, vec3_t end);
469 void CL_QuadTrail (vec3_t start, vec3_t end);
470 void CL_RailTrail (vec3_t start, vec3_t end);
471 void CL_BubbleTrail (vec3_t start, vec3_t end);
475 void CL_IonripperTrail (vec3_t start, vec3_t end);
478 void ClipCam (vec3_t start, vec3_t end, vec3_t newpos);
480 void vectoangles2 (vec3_t value1, vec3_t angles);
485 void CL_BlasterTrail2 (vec3_t start, vec3_t end);
486 void CL_DebugTrail (vec3_t start, vec3_t end);
492 void CL_Heatbeam (vec3_t start, vec3_t end);
[all …]
/dports/games/iortcw/iortcw-1.51c/MP/code/tools/asm/
H A Dmathlib.h70 vec_t _DotProduct (vec3_t v1, vec3_t v2);
71 void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out);
72 void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out);
73 void _VectorCopy (vec3_t in, vec3_t out);
78 void VectorMA( const vec3_t va, double scale, const vec3_t vb, vec3_t vc );
80 void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross );
81 vec_t VectorNormalize( const vec3_t in, vec3_t out );
82 vec_t ColorNormalize( const vec3_t in, vec3_t out );
85 void ClearBounds (vec3_t mins, vec3_t maxs);
86 void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );
[all …]
/dports/games/ioquake3/ioquake3-1.36/code/tools/asm/
H A Dmathlib.h70 vec_t _DotProduct (vec3_t v1, vec3_t v2);
71 void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out);
72 void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out);
73 void _VectorCopy (vec3_t in, vec3_t out);
78 void VectorMA( const vec3_t va, double scale, const vec3_t vb, vec3_t vc );
80 void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross );
81 vec_t VectorNormalize( const vec3_t in, vec3_t out );
82 vec_t ColorNormalize( const vec3_t in, vec3_t out );
85 void ClearBounds (vec3_t mins, vec3_t maxs);
86 void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );
[all …]
/dports/games/ioquake3-server/ioquake3-1.36/code/tools/asm/
H A Dmathlib.h70 vec_t _DotProduct (vec3_t v1, vec3_t v2);
71 void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out);
72 void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out);
73 void _VectorCopy (vec3_t in, vec3_t out);
78 void VectorMA( const vec3_t va, double scale, const vec3_t vb, vec3_t vc );
80 void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross );
81 vec_t VectorNormalize( const vec3_t in, vec3_t out );
82 vec_t ColorNormalize( const vec3_t in, vec3_t out );
85 void ClearBounds (vec3_t mins, vec3_t maxs);
86 void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );
[all …]
/dports/games/iortcw/iortcw-1.51c/SP/code/tools/asm/
H A Dmathlib.h70 vec_t _DotProduct (vec3_t v1, vec3_t v2);
71 void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out);
72 void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out);
73 void _VectorCopy (vec3_t in, vec3_t out);
78 void VectorMA( const vec3_t va, double scale, const vec3_t vb, vec3_t vc );
80 void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross );
81 vec_t VectorNormalize( const vec3_t in, vec3_t out );
82 vec_t ColorNormalize( const vec3_t in, vec3_t out );
85 void ClearBounds (vec3_t mins, vec3_t maxs);
86 void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );
[all …]
/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/tools/asm/
H A Dmathlib.h71 vec_t _DotProduct (vec3_t v1, vec3_t v2);
72 void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out);
73 void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out);
74 void _VectorCopy (vec3_t in, vec3_t out);
79 void VectorMA( const vec3_t va, double scale, const vec3_t vb, vec3_t vc );
81 void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross );
82 vec_t VectorNormalize( const vec3_t in, vec3_t out );
83 vec_t ColorNormalize( const vec3_t in, vec3_t out );
86 void ClearBounds (vec3_t mins, vec3_t maxs);
87 void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );
[all …]
/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/tools/asm/
H A Dmathlib.h70 vec_t _DotProduct (vec3_t v1, vec3_t v2);
71 void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out);
72 void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out);
73 void _VectorCopy (vec3_t in, vec3_t out);
78 void VectorMA( const vec3_t va, double scale, const vec3_t vb, vec3_t vc );
80 void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross );
81 vec_t VectorNormalize( const vec3_t in, vec3_t out );
82 vec_t ColorNormalize( const vec3_t in, vec3_t out );
85 void ClearBounds (vec3_t mins, vec3_t maxs);
86 void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );
[all …]
/dports/games/openarena/openarena-engine-source-0.8.8/code/tools/asm/
H A Dmathlib.h70 vec_t _DotProduct (vec3_t v1, vec3_t v2);
71 void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out);
72 void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out);
73 void _VectorCopy (vec3_t in, vec3_t out);
78 void VectorMA( const vec3_t va, double scale, const vec3_t vb, vec3_t vc );
80 void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross );
81 vec_t VectorNormalize( const vec3_t in, vec3_t out );
82 vec_t ColorNormalize( const vec3_t in, vec3_t out );
85 void ClearBounds (vec3_t mins, vec3_t maxs);
86 void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );
[all …]
/dports/games/openarena-server/openarena-engine-source-0.8.8/code/tools/asm/
H A Dmathlib.h70 vec_t _DotProduct (vec3_t v1, vec3_t v2);
71 void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out);
72 void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out);
73 void _VectorCopy (vec3_t in, vec3_t out);
78 void VectorMA( const vec3_t va, double scale, const vec3_t vb, vec3_t vc );
80 void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross );
81 vec_t VectorNormalize( const vec3_t in, vec3_t out );
82 vec_t ColorNormalize( const vec3_t in, vec3_t out );
85 void ClearBounds (vec3_t mins, vec3_t maxs);
86 void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );
[all …]
/dports/games/evq3/evq3/code/tools/asm/
H A Dmathlib.h70 vec_t _DotProduct (vec3_t v1, vec3_t v2);
71 void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out);
72 void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out);
73 void _VectorCopy (vec3_t in, vec3_t out);
78 void VectorMA( const vec3_t va, double scale, const vec3_t vb, vec3_t vc );
80 void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross );
81 vec_t VectorNormalize( const vec3_t in, vec3_t out );
82 vec_t ColorNormalize( const vec3_t in, vec3_t out );
85 void ClearBounds (vec3_t mins, vec3_t maxs);
86 void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );
[all …]

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