/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/common/include/ |
H A D | vecmat.h | 42 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() [all …]
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H A D | fwd-vecmat.h | 17 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);
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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/ |
H A D | digiobj.cpp | 72 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()
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H A D | gameseg.cpp | 100 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()
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H A D | laser.cpp | 248 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…
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H A D | aipath.cpp | 1100 …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()
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H A D | ai.cpp | 2364 …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()
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H A D | game.cpp | 1140 …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()
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H A D | fvi.cpp | 386 const vm_distance fudge_rad{(rad * 15) / 20}; in special_check_line_to_face()
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H A D | weapon.cpp | 1411 const vm_distance distance_threshold{F1_0 * 20}; in process_super_mines_frame()
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H A D | object.cpp | 1952 …digi_link_sound_to_object3(sound, obj, 1, F1_0, sound_stack::allow_stacking, vm_distance{i2f(256)}… in object_move_one()
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H A D | newdemo.cpp | 2288 …o_object3(soundno, objnum, 1, max_volume, sound_stack::allow_stacking, vm_distance{max_distance}, … in newdemo_read_frame_information()
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H A D | multi.cpp | 4253 …digi_link_sound_to_object3(sound, plobj, 1, F1_0, sound_stack::allow_stacking, vm_distance{i2f(256… in multi_do_sound_function()
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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/common/main/ |
H A D | digi.h | 72 …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…
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H A D | robot.h | 282 …digi_link_sound_to_object2(soundnum, objp, 1, F1_0, sound_stack::allow_stacking, vm_distance{F1_0*… in boss_link_see_sound()
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H A D | gameseg.h | 176 vm_distance find_connected_distance(const vms_vector &p0, vcsegptridx_t seg0, const vms_vector &p1,…
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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/common/maths/ |
H A D | vecmat.cpp | 179 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()
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