Searched refs:LOOKDIR2RAD (Results 1 – 9 of 9) sorted by relevance
66 #define LOOKDIR2RAD(x) (LOOKDIR2DEG(x)/180*DD_PI) macro
1903 float fangle = LOOKDIR2RAD(source->player->plr->lookDir); in P_SpawnPlayerMissile()1998 float fangle = LOOKDIR2RAD(source->player->plr->lookDir); in P_SPMAngle()2052 float fangle = LOOKDIR2RAD(source->player->plr->lookDir); in P_SPMAngleXYZ()
461 bulletSlope = tan(LOOKDIR2RAD(mo->dPlayer->lookDir)) / 1.2; in P_BulletSlope()1236 slope = sin(LOOKDIR2RAD(player->plr->lookDir)) / 1.2; in A_FirePhoenixPL2()
1495 tan(LOOKDIR2RAD(source->dPlayer->lookDir)) / 1.2f; in P_SpawnMissile()1681 tan(LOOKDIR2RAD(source->dPlayer->lookDir)) / 1.2f; in P_SpawnMissileAngle()
515 tan(LOOKDIR2RAD(mo->dPlayer->lookDir)) / 1.2; in P_BulletSlope()
897 tan(LOOKDIR2RAD(source->dPlayer->lookDir)) / 1.2f; in P_SpawnMissile()
632 tan(LOOKDIR2RAD(mo->dPlayer->lookDir)) / 1.2; in P_BulletSlope()
979 float fangle = LOOKDIR2RAD(source->player->plr->lookDir), movfactor = 1; in P_SPMAngle()
2218 return tan(LOOKDIR2RAD(t1->dPlayer->lookDir)) / 1.2; in P_AimLineAttack()