Searched refs:factorD (Results 1 – 7 of 7) sorted by relevance
40 double factorD = exprVal.toDouble( &ok ); in updateDataDefinedProperties() local43 factorD = qBound( 0.0, factorD, 10.0 ); in updateDataDefinedProperties()44 factorD = factorD / 5.0 + 0.0001; // convert 0 -> 10 to 0.0001 -> 2.0 in updateDataDefinedProperties()45 mObstacleFactor = factorD; in updateDataDefinedProperties()
40 double factorD = exprVal.toDouble( &ok ); in updateDataDefinedProperties() local43 factorD = std::clamp( factorD, 0.0, 10.0 ); in updateDataDefinedProperties()44 factorD = factorD / 5.0 + 0.0001; // convert 0 -> 10 to 0.0001 -> 2.0 in updateDataDefinedProperties()45 mObstacleFactor = factorD; in updateDataDefinedProperties()
603 const int factorD = player_character.max_quality( qual_CUT_FINE ); in can_butcher_at() local611 if( factor != INT_MIN || factorD != INT_MIN ) { in can_butcher_at()
8635 const int factorD = player_character.max_quality( quality_id( "CUT_FINE" ) ); in butcher_submenu() local8636 const std::string msgFactorD = factorD > INT_MIN in butcher_submenu()8637 … ? string_format( _( "Your best tool has <color_cyan>%d fine cutting</color>." ), factorD ) in butcher_submenu()8791 const int factorD = u.max_quality( quality_id( "CUT_FINE" ) ); in butcher() local8799 } else if( factor > INT_MIN || factorD > INT_MIN ) { in butcher()8859 if( factor == INT_MIN && factorD == INT_MIN ) { in butcher()8864 if( factor > INT_MIN || factorD > INT_MIN ) { in butcher()
1172 auto factorD = textureLinearAb->x() * textureLinearAb->y(); in CreateFragmentShader() local1178 textureColorD * factorD->xxxx(); in CreateFragmentShader()