/dports/games/evq3/evq3/code/qcommon/ |
H A D | q_math.c | 934 float AngleDelta(float angle1, float angle2) in AngleDelta() function
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H A D | q_shared.h | 623 float AngleDelta(float angle1, float angle2);
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/dports/games/ivan/ivan-059/FeLib/Source/ |
H A D | bitmap.cpp | 1011 double AngleDelta = 2 * FPI / NumberOfSides; in DrawPolygon() local 1016 Point[c].X = CenterX + int(sin(AngleDelta * c + Rotation) * Radius); in DrawPolygon() 1017 Point[c].Y = CenterY + int(cos(AngleDelta * c + Rotation) * Radius); in DrawPolygon()
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/dports/multimedia/librav1e/rav1e-0.5.1/src/ |
H A D | encoder.rs | 25 AngleDelta, IntraEdgeFilterParameters, IntraParam, PredictionMode, 1585 chroma_mode: PredictionMode, angle_delta: AngleDelta, in encode_block_post_cdef() argument 1962 chroma_mode: PredictionMode, angle_delta: AngleDelta, in write_tx_blocks() argument 2016 IntraParam::AngleDelta(angle_delta.y), in write_tx_blocks() 2105 IntraParam::AngleDelta(angle_delta.uv) in write_tx_blocks() 2179 IntraParam::AngleDelta(angle_delta_y), in write_tx_tree() 2263 IntraParam::AngleDelta(angle_delta_y), in write_tx_tree()
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H A D | rdo.rs | 33 AngleDelta, IntraEdgeFilterParameters, IntraParam, PredictionMode, 95 pub angle_delta: AngleDelta, 114 angle_delta: AngleDelta::default(), in default() 860 angle_delta: AngleDelta, argument 1049 let angle_delta = AngleDelta { y: best.angle_delta.y, uv: 0 }; in rdo_mode_decision() 1398 AngleDelta::default(), in inter_frame_rdo_mode_decision() 1544 AngleDelta::default(), in intra_frame_rdo_mode_decision() 1560 let mut angle_delta_rdo = |y, uv| -> AngleDelta { in intra_frame_rdo_mode_decision() 1578 AngleDelta { y, uv }, in intra_frame_rdo_mode_decision() 1765 AngleDelta::default(),
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H A D | partition.rs | 599 IntraParam::AngleDelta(val) => (val * ANGLE_STEP) as isize,
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H A D | predict.rs | 224 IntraParam::AngleDelta(val) => val, 514 AngleDelta(i8), enumerator 520 pub struct AngleDelta { struct
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/dports/multimedia/rav1e/rav1e-0.5.1/src/ |
H A D | encoder.rs | 25 AngleDelta, IntraEdgeFilterParameters, IntraParam, PredictionMode, 1585 chroma_mode: PredictionMode, angle_delta: AngleDelta, in encode_block_post_cdef() argument 1962 chroma_mode: PredictionMode, angle_delta: AngleDelta, in write_tx_blocks() argument 2016 IntraParam::AngleDelta(angle_delta.y), in write_tx_blocks() 2105 IntraParam::AngleDelta(angle_delta.uv) in write_tx_blocks() 2179 IntraParam::AngleDelta(angle_delta_y), in write_tx_tree() 2263 IntraParam::AngleDelta(angle_delta_y), in write_tx_tree()
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H A D | partition.rs | 599 IntraParam::AngleDelta(val) => (val * ANGLE_STEP) as isize,
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H A D | predict.rs | 224 IntraParam::AngleDelta(val) => val, 514 AngleDelta(i8), enumerator 520 pub struct AngleDelta { struct
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H A D | rdo.rs | 33 AngleDelta, IntraEdgeFilterParameters, IntraParam, PredictionMode, 95 pub angle_delta: AngleDelta, 114 angle_delta: AngleDelta::default(), in default() 860 angle_delta: AngleDelta, argument 1049 let angle_delta = AngleDelta { y: best.angle_delta.y, uv: 0 }; in rdo_mode_decision() 1398 AngleDelta::default(), in inter_frame_rdo_mode_decision() 1544 AngleDelta::default(), in intra_frame_rdo_mode_decision() 1560 let mut angle_delta_rdo = |y, uv| -> AngleDelta { in intra_frame_rdo_mode_decision() 1578 AngleDelta { y, uv }, in intra_frame_rdo_mode_decision() 1765 AngleDelta::default(),
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/dports/graphics/tesseract/tesseract-5.0.0/src/classify/ |
H A D | adaptmatch.cpp | 1767 float A1, A2, AngleDelta; in MakeNewTempProtos() local 1785 AngleDelta = std::fabs(A1 - A2); in MakeNewTempProtos() 1786 if (AngleDelta > 0.5f) { in MakeNewTempProtos() 1787 AngleDelta = 1 - AngleDelta; in MakeNewTempProtos() 1790 if (AngleDelta > matcher_clustering_max_angle_delta || std::fabs(X1 - X2) > SegmentLength || in MakeNewTempProtos()
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/dports/games/NBlood/NBlood-a1689a4/source/exhumed/src/ |
H A D | sound.cpp | 810 nSoundAng = AngleDelta(GetMyAngle(dx, dy), ang, 1024); in UpdateSounds() 1078 nSoundAng = AngleDelta(GetMyAngle(dx, dy), inita, 1024); in PlayFX2()
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H A D | trigdat.h | 32 int AngleDelta(int a, int b, int c);
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H A D | move.cpp | 1199 int nAngDelta = AngleDelta(sprite[nSprite].ang, nMyAngle, 1024); in AngleChase() 1224 int nAngDeltaD = AngleDelta(sprite[nSprite].zvel, var_18, 24); in AngleChase()
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H A D | queen.cpp | 258 int nAngDelta = AngleDelta(pSprite->ang, nMyAngle, 1024); in QueenAngleChase() 277 pSprite->zvel = (AngleDelta(pSprite->zvel, var_14, 24) + pSprite->zvel) & kAngleMask; in QueenAngleChase()
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H A D | trigdat.cpp | 149 int AngleDelta(int a, int b, int c) in AngleDelta() function
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/dports/games/openjk/OpenJK-07675e2/code/game/ |
H A D | AI_Droid.cpp | 87 turndelta = AngleDelta(NPC->currentAngles[YAW], NPCInfo->desiredYaw); in R2D2_TurnAnims()
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H A D | NPC_utils.cpp | 292 error = AngleDelta ( NPC->client->ps.viewangles[YAW], targetYaw ); in NPC_UpdateAngles() 328 error = AngleDelta ( NPC->client->ps.viewangles[PITCH], targetPitch ); in NPC_UpdateAngles() 406 error = AngleDelta ( NPC->client->ps.viewangles[YAW], targetYaw ); in NPC_UpdateAngles() 480 error = AngleDelta ( NPC->client->ps.viewangles[PITCH], targetPitch ); in NPC_UpdateAngles() 628 diff = AngleDelta ( NPC->client->ps.viewangles[YAW], targetYaw ); in NPC_UpdateFiringAngles() 641 diff = AngleDelta ( NPC->client->ps.viewangles[PITCH], targetPitch ); in NPC_UpdateFiringAngles() 699 diff = AngleDelta ( NPC->client->ps.viewangles[YAW], targetYaw ); in NPC_UpdateFiringAngles() 741 diff = AngleDelta ( NPC->client->ps.viewangles[PITCH], targetPitch ); in NPC_UpdateFiringAngles() 802 error = AngleDelta ( NPCInfo->shootAngles[YAW], targetYaw ); in NPC_UpdateShootAngles() 830 error = AngleDelta ( NPCInfo->shootAngles[PITCH], targetPitch ); in NPC_UpdateShootAngles()
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H A D | Q3_Interface.cpp | 8103 ang[i] = AngleDelta( angles[i], ent->currentAngles[i] ); in Lerp2Pos()
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H A D | g_active.cpp | 4524 … turndelta = (180 - fabs( AngleDelta( ent->currentAngles[YAW], ent->NPC->lockedDesiredYaw ) ))/180; in ClientAlterSpeed() 4528 turndelta = (180 - fabs( AngleDelta( ent->currentAngles[YAW], ent->NPC->desiredYaw ) ))/180; in ClientAlterSpeed()
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/dports/games/openjk/OpenJK-07675e2/shared/qcommon/ |
H A D | q_math.h | 130 float AngleDelta( float angle1, float angle2 );
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/dports/games/openjk/OpenJK-07675e2/code/cgame/ |
H A D | cg_players.cpp | 1873 addAngle = AngleDelta( cent->lerpAngles[YAW], moveYaw )*-1; in CG_PlayerLegsYawFromMovement() 1906 angleDiff = AngleDelta( cent->pe.legs.yawAngle, (*yaw+addAngle) ); in CG_PlayerLegsYawFromMovement() 1922 angleDiff = AngleDelta( fwdAngle, *yaw ); in CG_PlayerLegsYawFromMovement() 2026 viewAngles[YAW] = AngleDelta( cent->lerpAngles[YAW], angles[YAW] ); in CG_G2ClientSpineAngles() 2095 …motionBoneCorrectAngles[ang] = AngleNormalize180( AngleDelta( AngleNormalize180( destPAngles[ang] … in CG_G2ClientSpineAngles() 3085 lookAngles[YAW] = cent->lerpAngles[YAW] + AngleDelta( cent->lerpAngles[YAW], moveYaw ); in CG_PlayerAngles()
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/dports/games/openjk/OpenJK-07675e2/codemp/game/ |
H A D | NPC_AI_Default.c | 601 …yawMiss = tan(DEG2RAD(AngleDelta ( NPCS.NPC->client->ps.viewangles[YAW], NPCS.NPCInfo->desiredYaw … in NPC_BSPointShoot() 602 …pitchMiss = tan(DEG2RAD(AngleDelta ( NPCS.NPC->client->ps.viewangles[PITCH], NPCS.NPCInfo->desired… in NPC_BSPointShoot()
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H A D | NPC_AI_Droid.c | 92 turndelta = AngleDelta(NPCS.NPC->r.currentAngles[YAW], NPCS.NPCInfo->desiredYaw); in R2D2_TurnAnims()
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