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Searched refs:followDist (Results 1 – 19 of 19) sorted by relevance

/dports/games/openjk/OpenJK-07675e2/code/game/
H A DAI_Animal.cpp263 float followDist = 100.0f; in NPC_BSAnimal_Default() local
269 STEER::FollowLeader(NPC, leader, followDist); in NPC_BSAnimal_Default()
271 bool inSeekRange = (curDist<followDist*10.0f); in NPC_BSAnimal_Default()
292 …STEER::Seek(NPC, leader->followPos, fabsf(followDist)/2.0f/*slowing distance*/, 1.0f/*wight*/, lea… in NPC_BSAnimal_Default()
H A Db_public.h275 float followDist; variable
435 saved_game.write<float>(followDist); in sg_export()
557 saved_game.read<float>(followDist); in sg_import()
H A DNPC_behavior.cpp795 float followDist = (NPCInfo->followDist)?(NPCInfo->followDist):(110.0f); in NPC_BSFollowLeader() local
812 moveSuccess = STEER::GoTo(NPC, NPC->client->leader, followDist); in NPC_BSFollowLeader()
H A DQ3_Interface.cpp3651 self->NPC->followDist = float_data; in Q3_SetFollowDist()
10044 *value = ent->NPC->followDist; in GetFloat()
/dports/games/openjk/OpenJK-07675e2/codeJK2/game/
H A DNPC_behavior.cpp708 float followDist = 96.0f;//FIXME: If there are enmies, make this larger? in NPC_BSFollowLeader() local
711 if ( NPCInfo->followDist ) in NPC_BSFollowLeader()
713 followDist = NPCInfo->followDist; in NPC_BSFollowLeader()
715 backupdist = followDist/2.0f; in NPC_BSFollowLeader()
716 walkdist = followDist*0.83; in NPC_BSFollowLeader()
717 minrundist = followDist*1.33; in NPC_BSFollowLeader()
H A Db_public.h256 float followDist; variable
393 saved_game.write<float>(followDist); in sg_export()
498 saved_game.read<float>(followDist); in sg_import()
H A DQ3_Interface.cpp3745 self->NPC->followDist = float_data; in Q3_SetFollowDist()
8077 *value = ent->NPC->followDist; in Q3_GetFloat()
/dports/games/iortcw/iortcw-1.51c/MP/code/game/
H A Dai_cast_funcs.c560 cs->followDist = 64; in AIFunc_InspectFriendly()
590 return AIFunc_ChaseGoalIdleStart( cs, cs->followEntity, cs->followDist ); in AIFunc_InspectFriendly()
667 if ( cs->followDist && cs->followSlowApproach ) { in AIFunc_InspectFriendly()
668 cs->speedScale = AICast_SpeedScaleForDistance( cs, dist, cs->followDist ); in AIFunc_InspectFriendly()
977 cs->followDist = 64; in AIFunc_InspectAudibleEvent()
1075 if ( cs->followDist && cs->followSlowApproach ) { in AIFunc_InspectAudibleEvent()
1351 cs->followDist = reachdist; in AIFunc_ChaseGoalIdleStart()
1403 return AIFunc_ChaseGoalIdleStart( cs, cs->followEntity, cs->followDist ); in AIFunc_ChaseGoal()
1517 if ( cs->followDist && cs->followSlowApproach && cs->followDist < 48 ) { in AIFunc_ChaseGoal()
1590 cs->followDist = reachdist; in AIFunc_ChaseGoalStart()
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H A Dai_cast.h390 float followDist; member
H A Dai_cast_script_actions.c123 if ( cs->followSlowApproach && VectorLength( vec ) < cs->followDist ) { in AICast_ScriptAction_GotoMarker()
293 if ( Distance( cs->bs->origin, ent->r.currentOrigin ) < cs->followDist ) { in AICast_ScriptAction_GotoCast()
/dports/games/openjk/OpenJK-07675e2/codemp/game/
H A DNPC_behavior.c702 float followDist = 96.0f;//FIXME: If there are enmies, make this larger? in NPC_BSFollowLeader() local
706 if ( NPCS.NPCInfo->followDist ) in NPC_BSFollowLeader()
708 followDist = NPCS.NPCInfo->followDist; in NPC_BSFollowLeader()
710 backupdist = followDist/2.0f; in NPC_BSFollowLeader()
711 walkdist = followDist*0.83; in NPC_BSFollowLeader()
712 minrundist = followDist*1.33; in NPC_BSFollowLeader()
H A Db_public.h193 float followDist; member
H A Dg_ICARUScb.c3672 self->NPC->followDist = float_data; in Q3_SetFollowDist()
/dports/games/iortcw/iortcw-1.51c/SP/code/game/
H A Dai_cast_funcs.c688 cs->followDist = 64; in AIFunc_InspectFriendly()
718 return AIFunc_ChaseGoalIdleStart( cs, cs->followEntity, cs->followDist ); in AIFunc_InspectFriendly()
812 if ( cs->followDist && cs->followSlowApproach ) { in AIFunc_InspectFriendly()
813 cs->speedScale = AICast_SpeedScaleForDistance( cs, dist, cs->followDist ); in AIFunc_InspectFriendly()
1149 cs->followDist = 64; in AIFunc_InspectAudibleEvent()
1280 if ( cs->followDist && cs->followSlowApproach ) { in AIFunc_InspectAudibleEvent()
1563 cs->followDist = reachdist; in AIFunc_ChaseGoalIdleStart()
1615 return AIFunc_ChaseGoalIdleStart( cs, cs->followEntity, cs->followDist ); in AIFunc_ChaseGoal()
1741 if ( cs->followDist && cs->followSlowApproach && cs->followDist < 48 ) { in AIFunc_ChaseGoal()
1812 cs->followDist = reachdist; in AIFunc_ChaseGoalStart()
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H A Dai_cast.h408 float followDist; member
H A Dai_cast_script_actions.c127 if ( cs->followSlowApproach && VectorLength( vec ) < cs->followDist ) { in AICast_ScriptAction_GotoMarker()
315 if ( Distance( cs->bs->origin, ent->r.currentOrigin ) < cs->followDist ) { in AICast_ScriptAction_GotoCast()
/dports/cad/sumo/sumo-1.2.0/src/microsim/
H A DMSLink.h536 …static bool couldBrakeForLeader(double followDist, double leaderDist, const MSVehicle* follow, con…
H A DMSLink.cpp1344 MSLink::couldBrakeForLeader(double followDist, double leaderDist, const MSVehicle* follow, const MS… in couldBrakeForLeader() argument
1346 followDist > leaderDist && in couldBrakeForLeader()
1348followDist - leaderDist > follow->getSpeed() - follow->getCarFollowModel().getMaxDecel() - leader-… in couldBrakeForLeader()
/dports/games/manaplus/manaplus-2.1.3.17/src/being/
H A Dbeing.cpp2158 const int followDist = mInfo->getStartFollowDist(); in updateBotFollow() local
2160 if (divX > followDist || divY > followDist) in updateBotFollow()
2164 if (divX > followDist) in updateBotFollow()
2175 if (divY > followDist) in updateBotFollow()