/dports/games/penguin-command/penguin-command-1.6.11/src/ |
H A D | shot.c | 107 Shot[i].x+=Shot[i].xspeed*Speed; in HandleShot() 114 if (Shot[i].y-Shot[i].DestY<=0) in HandleShot() 116 Shot[i].y=Shot[i].DestY; in HandleShot() 117 Shot[i].x=Shot[i].DestX; in HandleShot() 118 if (Shot[i].Erase==0) CreateExplosion(Shot[i].x,Shot[i].y); in HandleShot() 123 Shot[i]=Shot[ShotCount-1]; in HandleShot() 143 ((int)Shot[i].x!=Shot[i].Pixels[Shot[i].CurrentPixel].x) in DrawShot() 150 Shot[i].Pixels[Shot[i].CurrentPixel].x=Shot[i].x; in DrawShot() 151 Shot[i].Pixels[Shot[i].CurrentPixel].y=Shot[i].y; in DrawShot() 156 Shot[i].Pixels[Shot[i].CurrentPixel].x=(Shot[i].x+Shot[i].Pixels[Shot[i].CurrentPixel-1].x)/2; in DrawShot() [all …]
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H A D | shot2.c | 12 rect.x = Shot[i].x*f + Shot[i].SourceX*(1-f) -5; in UndrawThisShot() 13 rect.y = Shot[i].y*f + Shot[i].SourceY*(1-f) -5; in UndrawThisShot() 18 f += 8/hypot(Shot[i].x-Shot[i].SourceX,Shot[i].y-Shot[i].SourceY); in UndrawThisShot() 32 Shot[i].x+=Shot[i].xspeed*Speed; in HandleShot2() 33 Shot[i].y+=Shot[i].yspeed*Speed; in HandleShot2() 39 if (Shot[i].y-Shot[i].DestY<=0) in HandleShot2() 41 Shot[i].y=Shot[i].DestY; in HandleShot2() 42 Shot[i].x=Shot[i].DestX; in HandleShot2() 43 if (Shot[i].Erase==0) CreateExplosion(Shot[i].x,Shot[i].y); in HandleShot2() 49 Shot[i]=Shot[ShotCount-1]; in HandleShot2() [all …]
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/dports/games/bzflag-server/bzflag-2.4.22/src/bzfs/ |
H A D | ShotManager.h | 41 class Shot; variable 48 virtual void Setup(Shot& UNUSED(shot) ) {} in Setup() 50 virtual void End ( Shot& UNUSED(shot) ) {} in End() 72 class Shot 103 virtual ~Shot(); 163 typedef std::shared_ptr<Shot> ShotRef; 164 typedef std::vector<std::shared_ptr<Shot>> ShotList; 228 virtual bool Update ( Shot& shot ); 236 virtual void End ( Shot& UNUSED(shot) ); 247 virtual void Setup(Shot& shot ); [all …]
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H A D | ShotManager.cxx | 71 ShotRef shot(new Shot(NewGUID(),info,*logic)); in AddShot() 233 Shot::Shot(uint32_t guid, const FiringInfo &info, FlightLogic& logic): GUID(guid), Logic(logic), La… in Shot() function in Shots::Shot 241 Shot::~Shot() in ~Shot() 259 bool Shot::HasMetaData(const std::string& name) in HasMetaData() 276 bool Shot::Update() in Update() 283 void Shot::End() in End() 289 void Shot::Retarget(PlayerId target) in Retarget() 297 bool FlightLogic::Update ( Shot& shot) in Update() 313 bool ProjectileShotLogic::Update ( Shot& shot ) in Update() 326 void ShockwaveLogic::Setup( Shot& shot ) in Setup() [all …]
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/dports/games/bzflag/bzflag-2.4.22/src/bzfs/ |
H A D | ShotManager.h | 41 class Shot; variable 48 virtual void Setup(Shot& UNUSED(shot) ) {} in Setup() 50 virtual void End ( Shot& UNUSED(shot) ) {} in End() 72 class Shot 103 virtual ~Shot(); 163 typedef std::shared_ptr<Shot> ShotRef; 164 typedef std::vector<std::shared_ptr<Shot>> ShotList; 228 virtual bool Update ( Shot& shot ); 236 virtual void End ( Shot& UNUSED(shot) ); 247 virtual void Setup(Shot& shot ); [all …]
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H A D | ShotManager.cxx | 71 ShotRef shot(new Shot(NewGUID(),info,*logic)); in AddShot() 233 Shot::Shot(uint32_t guid, const FiringInfo &info, FlightLogic& logic): GUID(guid), Logic(logic), La… in Shot() function in Shots::Shot 241 Shot::~Shot() in ~Shot() 259 bool Shot::HasMetaData(const std::string& name) in HasMetaData() 276 bool Shot::Update() in Update() 283 void Shot::End() in End() 289 void Shot::Retarget(PlayerId target) in Retarget() 297 bool FlightLogic::Update ( Shot& shot) in Update() 313 bool ProjectileShotLogic::Update ( Shot& shot ) in Update() 326 void ShockwaveLogic::Setup( Shot& shot ) in Setup() [all …]
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/dports/games/pcgen/pcgen/data/deadlands/pinnacle_entertainment/deadlands/the_way_of_the_gun/ |
H A D | wotg_abilitycategories.lst | 5 …Shot|Fill Yer Hand|Grim Servant o' Death|Improved Critical|Improved Initiative|Marksman|Mercy Shot… 7 …Shot|Grim Servant o' Death|Improved Critical|Improved Initiative|Improved Two-Weapon Fighting|Law … 8 …Shot|Grim Servant o' Death|Improved Critical|Improved Initiative|Improved Two-Weapon Fighting|Law …
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/dports/games/alienblaster/alienblaster/src/ |
H A D | racer.cc | 423 Shot *shot = in shootPrimary() 437 Shot *shot = in shootPrimary() 449 Shot *shot1 = in shootPrimary() 496 Shot *shot = in shootPrimary() 587 Shot *shot = in shootSecondary() 598 Shot *shot; in shootSecondary() 614 Shot *shot = in shootSecondary() 685 Shot *shot = in shootSecondary() 698 Shot *shot = in shootSecondary() 712 Shot *shot = in shootSecondary() [all …]
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H A D | shots.cc | 28 vector<Shot *>::iterator i; in ~Shots() 34 void Shots::addShot(Shot *shot) { in addShot() 41 vector<Shot *>::iterator i; in moveAndCollide() 48 vector<Shot *>::iterator i; in deleteAllShots() 71 vector<Shot *>::iterator i; in drawShadows() 78 vector<Shot *>::iterator i; in drawGroundShots() 85 vector<Shot *>::iterator i; in drawAirShots() 92 vector<Shot *>::iterator i; in drawGroundAirShots() 99 vector<Shot *>::iterator i; in getNearestRocket() 101 Shot* rocket = NULL; in getNearestRocket() [all …]
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/dports/games/aquaria/Aquaria-OSE-v1.002-22-g84366ad/Aquaria/ |
H A D | Shot.cpp | 28 Shot::Shots Shot::shots; 29 Shot::Shots Shot::deleteShots; 30 Shot::ShotBank Shot::shotBank; 76 void Shot::updatePosition() in updatePosition() 278 Shot::Shot() : Quad(), Segmented(0,0) in Shot() function in Shot 329 for (Shot::Shots::iterator i = Shot::shots.begin(); i != Shot::shots.end(); i++) in clearShotBank() 342 void Shot::loadBankShot(const std::string &ident, Shot *setter) in loadBankShot() 397 void Shot::suicide() in suicide() 426 void Shot::onEndOfLife() in onEndOfLife() 456 void Shot::onHitWall() in onHitWall() [all …]
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/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/meshlabplugins/filter_mutualglobal/ |
H A D | solver.h | 25 typedef vcg::Shot<float> Shot; typedef 50 int optimize(AlignSet *align, MutualInfo *mutual, Shot &shot); 51 int iterative(AlignSet *align, MutualInfo *mutual, Shot &shot); 57 int levmar(AlignSet *align, MutualInfo *mutual, Shot &shot); //never used 59 bool tsai(AlignSet *align, Shot &shot); 60 bool levmar(AlignSet *align,Shot &shot); 71 double calculateError(std::list<Correlation> *corrs, Shot &shot); 73 double calculateError2( Shot &shot);
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H A D | parameters.h | 11 typedef vcg::Shot<float> Shot; typedef 20 vcg::Shot<float> reference; 27 Parameters(bool _use_focal, Shot &_reference, int w, int h, Box &_box, 29 Parameters(bool _use_focal, Shot &_reference, int w, int h, Box &_box); 44 double pixelDiff(vcg::Shot<float> &test, CMeshO &mesh, int samples = 1000); 47 double pixelDiff(vcg::Shot<float> &test); 49 vcg::Point2f pixelDiff(vcg::Shot<float> &test, vcg::Point3f p); 51 vcg::Shot<float> toShot(bool scale = true);
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/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/meshlabplugins/filter_mutualinfoxml/ |
H A D | parameters.h | 11 typedef vcg::Shot<float> Shot; typedef 20 vcg::Shot<float> reference; 27 Parameters(bool _use_focal, Shot &_reference, int w, int h, Box &_box, 29 Parameters(bool _use_focal, Shot &_reference, int w, int h, Box &_box); 44 double pixelDiff(vcg::Shot<float> &test, CMeshO &mesh, int samples = 1000); 47 double pixelDiff(vcg::Shot<float> &test); 49 vcg::Point2f pixelDiff(vcg::Shot<float> &test, vcg::Point3f p); 51 vcg::Shot<float> toShot(bool scale = true);
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H A D | solver.h | 25 typedef vcg::Shot<float> Shot; typedef 50 int optimize(AlignSet *align, MutualInfo *mutual, Shot &shot); 51 int iterative(AlignSet *align, MutualInfo *mutual, Shot &shot); 57 int levmar(AlignSet *align, MutualInfo *mutual, Shot &shot); //never used 59 bool tsai(AlignSet *align, Shot &shot); 60 bool levmar(AlignSet *align,Shot &shot); 71 double calculateError(std::list<Correlation> *corrs, Shot &shot); 73 double calculateError2( Shot &shot);
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/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/plugins_unsupported/filter_mutualinfo/ |
H A D | solver.h | 25 typedef vcg::Shot<float> Shot; typedef 50 int optimize(AlignSet *align, MutualInfo *mutual, Shot &shot); 51 int iterative(AlignSet *align, MutualInfo *mutual, Shot &shot); 57 int levmar(AlignSet *align, MutualInfo *mutual, Shot &shot); //never used 59 bool tsai(AlignSet *align, Shot &shot); 60 bool levmar(AlignSet *align,Shot &shot); 71 double calculateError(std::list<Correlation> *corrs, Shot &shot); 73 double calculateError2( Shot &shot);
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H A D | parameters.h | 14 typedef vcg::Shot<float> Shot; typedef 23 vcg::Shot<float> reference; 33 Parameters(bool _use_focal, Shot &_reference, int w, int h, vcg::Box3f &_box, CMeshO &mesh); 34 Parameters(bool _use_focal, Shot &_reference, int w, int h, vcg::Box3f &_box); 51 double pixelDiff(vcg::Shot<float> &test, CMeshO &mesh); 54 double pixelDiff(vcg::Shot<float> &test); 56 vcg::Point2f pixelDiff(vcg::Shot<float> &test, vcg::Point3f p); 58 vcg::Shot<float> toShot(bool scale = true);
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/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/meshlabplugins/edit_mutualcorrs/ |
H A D | parameters.h | 11 typedef vcg::Shot<float> Shot; typedef 20 vcg::Shot<float> reference; 27 Parameters(bool _use_focal, Shot &_reference, int w, int h, Box &_box, 29 Parameters(bool _use_focal, Shot &_reference, int w, int h, Box &_box); 44 double pixelDiff(vcg::Shot<float> &test, CMeshO &mesh, int samples = 1000); 47 double pixelDiff(vcg::Shot<float> &test); 49 vcg::Point2f pixelDiff(vcg::Shot<float> &test, vcg::Point3f p); 51 vcg::Shot<float> toShot(bool scale = true);
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H A D | solver.h | 25 typedef vcg::Shot<float> Shot; typedef 49 int optimize(AlignSet *align, MutualInfo *mutual, Shot &shot); 52 int levmar(AlignSet *align, MutualInfo *mutual, Shot &shot); //never used 54 bool tsai(AlignSet *align, Shot &shot); 55 bool levmar(AlignSet *align,Shot &shot); 65 double calculateError2( Shot &shot);
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/dports/games/pcgen/pcgen/data/35e/paizo/campaign_setting/campaign_setting/ |
H A D | pathfinder_campaign_setting_feats_35e.lst | 8 …GORY=FEAT|Crossbow Mastery.MOD PREABILITY:3,CATEGORY=FEAT,Point Blank Shot,Rapid Reload,Rapid Shot 11 CATEGORY=FEAT|Focused Shot.MOD PREABILITY:2,CATEGORY=FEAT,Point Blank Shot,Precise Shot 14 CATEGORY=FEAT|Parting Shot.MOD PREABILITY:4,CATEGORY=FEAT,Dodge,Mobility,Point Blank Shot,Shot on … 16 CATEGORY=FEAT|Sniper Shot.MOD PREABILITY:4,CATEGORY=FEAT,Far Shot,Focused Shot,Point Blank Shot,P…
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/dports/devel/vcglib/vcglib-2020.09/vcg/math/ |
H A D | shot.h | 67 class Shot { 74 friend class Shot<ScalarType, RotoType>; 96 Shot(const Camera<S> &c) in Shot() function 103 Shot() in Shot() function 110 static inline Shot Construct( const Shot<Q> & b ) in Construct() 115 return Shot(Camera<S>::Construct(b.Intrinsics), r); in Construct() 259 float Shot<S,RotationType>::GetFovFromFocal() in GetFovFromFocal() 381 S Shot<S,RotationType>::Depth(const vcg::Point3<S> & p)const in Depth() 391 void Shot<S, RotationType>::ConvertFocalToMM(S ccdwidth) in ConvertFocalToMM() 512 typedef Shot<float> Shotf; [all …]
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/dports/graphics/wdune/wdune-1.926/vcglib/vcg/math/ |
H A D | shot.h | 67 class Shot { 74 friend class Shot<ScalarType, RotoType>; 96 Shot(const Camera<S> &c) in Shot() function 103 Shot() in Shot() function 110 static inline Shot Construct( const Shot<Q> & b ) in Construct() 115 return Shot(Camera<S>::Construct(b.Intrinsics), r); in Construct() 259 float Shot<S,RotationType>::GetFovFromFocal() in GetFovFromFocal() 381 S Shot<S,RotationType>::Depth(const vcg::Point3<S> & p)const in Depth() 391 void Shot<S, RotationType>::ConvertFocalToMM(S ccdwidth) in ConvertFocalToMM() 512 typedef Shot<float> Shotf; [all …]
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/dports/games/pcgen/pcgen/data/3e/alderac_entertainment_group/gods/ |
H A D | aeg_gods_abilitycategory.lst | 12 …IST:Alertness|Far Shot|Improved Initiative|Mounted Archery|Mounted Combat|Point Blank Shot|Precise… 13 …DITPOOL:NO CATEGORY:FEAT ABILITYLIST:Far Shot|Point Blank Shot|Precise Shot|Shot o…
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H A D | aeg_gods_feats_hidden.lst | 12 CATEGORY=FEAT|Point Blank Shot.MOD TYPE:Hunter 13 CATEGORY=FEAT|Far Shot.MOD TYPE:Hunter 14 CATEGORY=FEAT|Precise Shot.MOD TYPE:Hunter 15 CATEGORY=FEAT|Shot on the Run.MOD TYPE:Hunter 23 CATEGORY=FEAT|Point Blank Shot.MOD TYPE:SpiderWarrior 24 CATEGORY=FEAT|Far Shot.MOD TYPE:SpiderWarrior 25 CATEGORY=FEAT|Precise Shot.MOD TYPE:SpiderWarrior 26 CATEGORY=FEAT|Rapid Shot.MOD TYPE:SpiderWarrior 27 CATEGORY=FEAT|Shot on the Run.MOD TYPE:SpiderWarrior
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/dports/games/pcgen/pcgen/data/35e/alderac_entertainment_group/gods/gods_35e/ |
H A D | aeg_gods_feats_35e.lst | 12 CATEGORY=FEAT|Point Blank Shot.MOD TYPE:Hunter 13 CATEGORY=FEAT|Far Shot.MOD TYPE:Hunter 14 CATEGORY=FEAT|Precise Shot.MOD TYPE:Hunter 15 CATEGORY=FEAT|Shot on the Run.MOD TYPE:Hunter 24 CATEGORY=FEAT|Point Blank Shot.MOD TYPE:SpiderWarrior 25 CATEGORY=FEAT|Far Shot.MOD TYPE:SpiderWarrior 26 CATEGORY=FEAT|Precise Shot.MOD TYPE:SpiderWarrior 27 CATEGORY=FEAT|Rapid Shot.MOD TYPE:SpiderWarrior 28 CATEGORY=FEAT|Shot on the Run.MOD TYPE:SpiderWarrior
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/dports/games/pcgen/pcgen/data/35e/alderac_entertainment_group/gods/ |
H A D | aeg_gods_abilitycategory.lst | 13 …DITPOOL:NO CATEGORY:FEAT ABILITYLIST:Far Shot|Point Blank Shot|Precise Shot|Shot o… 14 …IST:Alertness|Far Shot|Improved Initiative|Mounted Archery|Mounted Combat|Point Blank Shot|Precise…
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