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Searched refs:yawClampRight (Results 1 – 6 of 6) sorted by relevance

/dports/games/openjk/OpenJK-07675e2/codemp/game/
H A Dg_vehicleTurret.c145 if ( pVeh->m_pVehicleInfo->turret[turretNum].yawClampRight in VEH_TurretAim()
146 && desiredAngles[YAW] < pVeh->m_pVehicleInfo->turret[turretNum].yawClampRight ) in VEH_TurretAim()
149 desiredAngles[YAW] = pVeh->m_pVehicleInfo->turret[turretNum].yawClampRight; in VEH_TurretAim()
H A Dbg_vehicles.h112 float yawClampRight; //how far the turret is allowed to turn right member
H A Dbg_vehicleLoad.c562 …{"turret1ClampYawR", VFOFS(turret[0].yawClampRight), VF_FLOAT}, //how far the turret is allowed to…
584 …{"turret2ClampYawR", VFOFS(turret[1].yawClampRight), VF_FLOAT}, //how far the turret is allowed to…
H A Dbg_pmove.c9680 clampMin[YAW] = veh->m_pVehicle->m_pVehicleInfo->turret[i].yawClampRight; in PM_VehicleViewAngles()
/dports/games/openjk/OpenJK-07675e2/code/game/
H A Dbg_vehicleLoad.cpp666 …{"turret1ClampYawR", VFOFS(turret[0].yawClampRight), VF_FLOAT}, //how far the turret is allowed to…
688 …{"turret2ClampYawR", VFOFS(turret[1].yawClampRight), VF_FLOAT}, //how far the turret is allowed to…
H A Dg_vehicles.h120 float yawClampRight; //how far the turret is allowed to turn right member