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Searched refs:vm_distance (Results 1 – 17 of 17) sorted by relevance

/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/common/include/
H A Dvecmat.h42 class vm_distance
51 constexpr vm_distance() = default;
57 vm_distance &operator+=(const T &rhs)
62 vm_distance &operator*=(const T &rhs)
67 vm_distance &operator/=(const T &rhs)
71 constexpr vm_distance operator+(const vm_distance &rhs) const
73 return vm_distance{d + rhs.d};
77 return vm_distance{d * f};
81 return vm_distance{d / f};
121 vm_distance(f) in vm_magnitude()
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H A Dfwd-vecmat.h17 class vm_distance; variable
51 vm_distance vm_vec_dist(const vms_vector &v0, const vms_vector &v1);
60 vm_distance vm_vec_dist_quick(const vms_vector &v0, const vms_vector &v1);
/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/
H A Ddigiobj.cpp72 vm_distance max_distance; // The max distance that this sound can be heard at...
185 …nst vms_vector &sound_pos, const vcsegptridx_t sound_seg, fix max_volume, vm_distance max_distance) in digi_get_sound_loc()
376 … const vms_vector &pos, const int forever, const fix max_volume, const vm_distance max_distance, c… in digi_link_sound_common()
403 …t uint8_t forever, const fix max_volume, const sound_stack once, const vm_distance max_distance, c… in digi_link_sound_to_object3()
446 …onst uint8_t forever, const fix max_volume, const sound_stack once, const vm_distance max_distance) in digi_link_sound_to_object2()
453 digi_link_sound_to_object2(soundnum, objnum, forever, max_volume, once, vm_distance{256*F1_0}); in digi_link_sound_to_object()
456 …signed sidenum, const vms_vector &pos, int forever, fix max_volume, const vm_distance max_distance) in digi_link_sound_to_pos2()
497 …digi_link_sound_to_pos2(vcobjptr, soundnum, segnum, sidenum, pos, forever, max_volume, vm_distance in digi_link_sound_to_pos()
H A Dgameseg.cpp100 constexpr vm_distance fcd_abort_cache_value{F1_0 * 1000};
101 constexpr vm_distance fcd_abort_return_value{-1};
774 static inline void add_to_fcd_cache(int seg0, int seg1, int depth, vm_distance dist) in add_to_fcd_cache()
787 vm_distance dist;
807 static void add_to_fcd_cache(int seg0, int seg1, int depth, vm_distance dist)
837 vm_distance find_connected_distance(const vms_vector &p0, const vcsegptridx_t seg0, const vms_vecto… in find_connected_distance()
H A Dlaser.cpp248 constexpr vm_distance MAX_SMART_DISTANCE(F1_0*150);
348 constexpr vm_distance MAX_OMEGA_DIST{MAX_OMEGA_BLOBS * DESIRED_OMEGA_DIST}; // Maximum extent of l…
356 constexpr vm_distance OMEGA_MAX_TRACKABLE_DIST = MAX_OMEGA_DIST; // An object must be at least this…
H A Daipath.cpp1100 …const vm_distance threshold_distance{fixmul(vm_vec_mag_quick(objp->mtype.phys_info.velocity), Fram… in ai_follow_path()
1656 …const vm_distance threshold_distance{fixmul(vm_vec_mag_quick(objp.mtype.phys_info.velocity), Frame… in player_follow_path()
H A Dai.cpp2364 …t2(SOUND_BOSS_SHARE_DIE, objp, 0, F1_0*4, sound_stack::allow_stacking, vm_distance{F1_0*1024}); //… in do_boss_dying_frame()
2375 …object2(SOUND_BADASS_EXPLOSION, objp, 0, F2_0, sound_stack::allow_stacking, vm_distance{F1_0*512}); in do_boss_dying_frame()
2462 …bject2(death_sound, objp, 0, sound_scale, sound_stack::allow_stacking, vm_distance{sound_scale*256… in do_robot_dying_frame()
2488 …object2(SOUND_BADASS_EXPLOSION, objp, 0, F2_0, sound_stack::allow_stacking, vm_distance{F1_0*512}); in do_boss_dying_frame()
2505 …object2(SOUND_BADASS_EXPLOSION, objp, 0, F2_0, sound_stack::allow_stacking, vm_distance{F1_0*512}); in do_any_robot_dying_frame()
3130 …time_splice(const vcobjptridx_t robot, const robot_info &robptr, const vm_distance &dist_to_player) in skip_ai_for_time_splice()
H A Dgame.cpp1140 …SOUND_AFTERBURNER_IGNITE, plobj, 1, F1_0, sound_stack::allow_stacking, vm_distance{i2f(256)}, AFTE… in do_afterburner_stuff()
1148 …bject2(SOUND_AFTERBURNER_PLAY, plobj, 0, F1_0, sound_stack::allow_stacking, vm_distance{i2f(256)}); in do_afterburner_stuff()
H A Dfvi.cpp386 const vm_distance fudge_rad{(rad * 15) / 20}; in special_check_line_to_face()
H A Dweapon.cpp1411 const vm_distance distance_threshold{F1_0 * 20}; in process_super_mines_frame()
H A Dobject.cpp1952 …digi_link_sound_to_object3(sound, obj, 1, F1_0, sound_stack::allow_stacking, vm_distance{i2f(256)}… in object_move_one()
H A Dnewdemo.cpp2288 …o_object3(soundno, objnum, 1, max_volume, sound_stack::allow_stacking, vm_distance{max_distance}, … in newdemo_read_frame_information()
H A Dmulti.cpp4253 …digi_link_sound_to_object3(sound, plobj, 1, F1_0, sound_stack::allow_stacking, vm_distance{i2f(256… in multi_do_sound_function()
/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/common/main/
H A Ddigi.h72 …vcobjptridx_t objnum, uint8_t forever, fix max_volume, sound_stack once, vm_distance max_distance);
73 …objptridx_t objnum, uint8_t forever, fix max_volume, sound_stack once, vm_distance max_distance, i…
H A Drobot.h282 …digi_link_sound_to_object2(soundnum, objp, 1, F1_0, sound_stack::allow_stacking, vm_distance{F1_0*… in boss_link_see_sound()
H A Dgameseg.h176 vm_distance find_connected_distance(const vms_vector &p0, vcsegptridx_t seg0, const vms_vector &p1,…
/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/common/maths/
H A Dvecmat.cpp179 vm_distance vm_vec_dist(const vms_vector &v0,const vms_vector &v1) in vm_vec_dist()
218 vm_distance vm_vec_dist_quick(const vms_vector &v0,const vms_vector &v1) in vm_vec_dist_quick()