Home
last modified time | relevance | path

Searched refs:weapon_speed (Results 1 – 13 of 13) sorted by relevance

/dports/games/d2x/d2x-0.2.5/main/
H A Dlaser.c611 fix parent_speed, weapon_speed; in Laser_create_new() local
773 weapon_speed = Weapon_info[obj->id].speed[Difficulty_level]; in Laser_create_new()
779 weapon_speed = fixmul(weapon_speed, randval); in Laser_create_new()
784 weapon_speed /= 4; in Laser_create_new()
787 weapon_speed /= 2; in Laser_create_new()
789 vm_vec_copy_scale( &obj->mtype.phys_info.velocity, direction, weapon_speed + parent_speed ); in Laser_create_new()
794 …vm_vec_scale(&obj->mtype.phys_info.thrust, fixdiv(Weapon_info[obj->id].thrust, weapon_speed+parent… in Laser_create_new()
1575 fix weapon_speed; in Laser_do_weapon_sequence() local
1577 weapon_speed = vm_vec_mag_quick(&obj->mtype.phys_info.velocity); in Laser_do_weapon_sequence()
1578 if (weapon_speed > Weapon_info[obj->id].speed[Difficulty_level]) { in Laser_do_weapon_sequence()
[all …]
/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/
H A Dlaser.cpp656 fix parent_speed, weapon_speed; in Laser_create_new() local
842 weapon_speed = weapon_info.speed[Difficulty_level]; in Laser_create_new()
850 weapon_speed = fixmul(weapon_speed, randval); in Laser_create_new()
860 weapon_speed /= 4; in Laser_create_new()
863 weapon_speed /= 2; in Laser_create_new()
865 vm_vec_copy_scale(obj->mtype.phys_info.velocity, direction, weapon_speed + parent_speed ); in Laser_create_new()
871 vm_vec_scale(obj->mtype.phys_info.thrust, fixdiv(weapon_info.thrust, weapon_speed+parent_speed)); in Laser_create_new()
1734 fix weapon_speed; in Laser_do_weapon_sequence() local
1736 weapon_speed = vm_vec_mag_quick(obj->mtype.phys_info.velocity); in Laser_do_weapon_sequence()
1737 if (weapon_speed > weapon_info.speed[Difficulty_level]) { in Laser_do_weapon_sequence()
[all …]
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/object/
H A Dobjcollide.cpp280 float weapon_speed = vm_vec_mag(&weapon_vel); in weapon_will_never_hit() local
282 if (weapon_speed == max_vel_other) { in weapon_will_never_hit()
292 a = weapon_speed * weapon_speed - max_vel_other*max_vel_other; in weapon_will_never_hit()
314 if (weapon_speed > max_vel_other) { in weapon_will_never_hit()
/dports/games/crossfire-client/crossfire-client-1.75.1/gtk-v2/src/
H A Dstats.c88 GtkWidget *weapon_speed; member
185 statwindow.weapon_speed = in stats_init()
680 gtk_label_set_text(GTK_LABEL(statwindow.weapon_speed), buff); in draw_stats()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ai/
H A Dai.h635 …3d *gun_pos, object *pobjp, vec3d *enemy_pos, vec3d *enemy_vel, float weapon_speed, float time_ene…
H A Daibig.cpp1369 float weapon_speed; in ai_big_attack_get_data() local
1380 weapon_speed = ai_get_weapon_speed(&shipp->weapons); in ai_big_attack_get_data()
1382 …ted_enemy_pos, &gun_pos, Pl_objp, enemy_pos, &En_objp->phys_info.vel, weapon_speed, aip->time_enem… in ai_big_attack_get_data()
H A Daicode.cpp3485 float compute_collision_time(vec3d *targpos, vec3d *targvel, vec3d *attackpos, float weapon_speed) in compute_collision_time() argument
3494 vel_sqr = vm_vec_dot(targvel, targvel) - weapon_speed*weapon_speed; in compute_collision_time()
6818 if (weapon_speed < 1.0f) in set_predicted_enemy_pos_turret()
6819 weapon_speed = 1.0f; in set_predicted_enemy_pos_turret()
6831 …_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, time_enemy_in_range * dist/weapon_speed); in set_predicted_enemy_pos_turret()
6837 collision_time = compute_collision_time(enemy_pos, enemy_vel, gun_pos, weapon_speed); in set_predicted_enemy_pos_turret()
6868 float weapon_speed, range_time; in set_predicted_enemy_pos() local
6883 weapon_speed = wip->max_speed; in set_predicted_enemy_pos()
6885 weapon_speed = 100.0f; in set_predicted_enemy_pos()
6887 weapon_speed = MAX(weapon_speed, 1.0f); // set not less than 1 in set_predicted_enemy_pos()
[all …]
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/ai/
H A Daibig.cpp1214 float weapon_speed; in ai_big_attack_get_data() local
1225 weapon_speed = ai_get_weapon_speed(&shipp->weapons); in ai_big_attack_get_data()
1227 …ted_enemy_pos, &gun_pos, Pl_objp, enemy_pos, &En_objp->phys_info.vel, weapon_speed, aip->time_enem… in ai_big_attack_get_data()
H A Dai.h694 …3d *gun_pos, object *pobjp, vec3d *enemy_pos, vec3d *enemy_vel, float weapon_speed, float time_ene…
H A Daicode.cpp3376 float compute_collision_time(vec3d *targpos, vec3d *targvel, vec3d *attackpos, float weapon_speed) in compute_collision_time() argument
3385 vel_sqr = vm_vec_dot(targvel, targvel) - weapon_speed*weapon_speed; in compute_collision_time()
6326 if (weapon_speed < 1.0f) in set_predicted_enemy_pos_turret()
6327 weapon_speed = 1.0f; in set_predicted_enemy_pos_turret()
6339 …_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, time_enemy_in_range * dist/weapon_speed); in set_predicted_enemy_pos_turret()
6345 collision_time = compute_collision_time(enemy_pos, enemy_vel, gun_pos, weapon_speed); in set_predicted_enemy_pos_turret()
6376 float weapon_speed, range_time; in set_predicted_enemy_pos() local
6391 weapon_speed = wip->max_speed; in set_predicted_enemy_pos()
6393 weapon_speed = 100.0f; in set_predicted_enemy_pos()
6395 weapon_speed = MAX(weapon_speed, 1.0f); // set not less than 1 in set_predicted_enemy_pos()
[all …]
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/hud/
H A Dhudtarget.cpp3735 float weapon_speed = wip->max_speed; in polish_predicted_target_pos() local
3755 time_to_enemy = dist_to_enemy/weapon_speed; in polish_predicted_target_pos()
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/hud/
H A Dhudtarget.cpp3778 float weapon_speed = wip->max_speed; in polish_predicted_target_pos() local
3791 time_to_enemy = dist_to_enemy/weapon_speed; in polish_predicted_target_pos()
/dports/games/crossfire-client/crossfire-client-1.75.1/
H A DChangeLog2243 Also, handle weapon_speed properly based on sc_version.