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Searched refs:Shot (Results 1 – 25 of 1315) sorted by relevance

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/dports/games/penguin-command/penguin-command-1.6.11/src/
H A Dshot.c107 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()
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H A Dshot2.c12 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()
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/dports/games/bzflag-server/bzflag-2.4.22/src/bzfs/
H A DShotManager.h41 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 );
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H A DShotManager.cxx71 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()
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/dports/games/bzflag/bzflag-2.4.22/src/bzfs/
H A DShotManager.h41 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 );
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H A DShotManager.cxx71 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()
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/dports/games/pcgen/pcgen/data/deadlands/pinnacle_entertainment/deadlands/the_way_of_the_gun/
H A Dwotg_abilitycategories.lst5Shot|Fill Yer Hand|Grim Servant o' Death|Improved Critical|Improved Initiative|Marksman|Mercy Shot
7Shot|Grim Servant o' Death|Improved Critical|Improved Initiative|Improved Two-Weapon Fighting|Law …
8Shot|Grim Servant o' Death|Improved Critical|Improved Initiative|Improved Two-Weapon Fighting|Law …
/dports/games/alienblaster/alienblaster/src/
H A Dracer.cc423 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()
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H A Dshots.cc28 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()
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/dports/games/aquaria/Aquaria-OSE-v1.002-22-g84366ad/Aquaria/
H A DShot.cpp28 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()
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/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/meshlabplugins/filter_mutualglobal/
H A Dsolver.h25 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);
H A Dparameters.h11 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);
/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/meshlabplugins/filter_mutualinfoxml/
H A Dparameters.h11 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);
H A Dsolver.h25 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);
/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/plugins_unsupported/filter_mutualinfo/
H A Dsolver.h25 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);
H A Dparameters.h14 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);
/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/meshlabplugins/edit_mutualcorrs/
H A Dparameters.h11 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);
H A Dsolver.h25 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);
/dports/games/pcgen/pcgen/data/35e/paizo/campaign_setting/campaign_setting/
H A Dpathfinder_campaign_setting_feats_35e.lst8 …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…
/dports/devel/vcglib/vcglib-2020.09/vcg/math/
H A Dshot.h67 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;
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/dports/graphics/wdune/wdune-1.926/vcglib/vcg/math/
H A Dshot.h67 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;
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/dports/games/pcgen/pcgen/data/3e/alderac_entertainment_group/gods/
H A Daeg_gods_abilitycategory.lst12 …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…
H A Daeg_gods_feats_hidden.lst12 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
/dports/games/pcgen/pcgen/data/35e/alderac_entertainment_group/gods/gods_35e/
H A Daeg_gods_feats_35e.lst12 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
/dports/games/pcgen/pcgen/data/35e/alderac_entertainment_group/gods/
H A Daeg_gods_abilitycategory.lst13 …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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