/dports/games/bzflag-server/bzflag-2.4.22/src/bzfs/ |
H A D | CustomArc.cxx | 53 smoothBounce = false; in CustomArc() 119 smoothBounce = true; in read() 151 smoothBounce, driveThrough, shootThrough, ricochet); in writeToGroupDef() 167 smoothBounce, driveThrough, shootThrough, ricochet); in writeToGroupDef()
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H A D | CustomCone.cxx | 52 smoothBounce = false; in CustomCone() 116 smoothBounce = true; in read() 150 smoothBounce, driveThrough, shootThrough, ricochet); in writeToGroupDef() 173 smoothBounce, driveThrough, shootThrough, ricochet); in writeToGroupDef()
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H A D | CustomSphere.cxx | 45 smoothBounce = false; in CustomSphere() 93 smoothBounce = true; in read() 123 smoothBounce, driveThrough, shootThrough, ricochet); in writeToGroupDef()
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H A D | CustomMeshFace.cxx | 35 smoothBounce = bounce; in CustomMeshFace() 105 smoothBounce = true; in read() 135 noclusters, smoothBounce, driveThrough, shootThrough, ricochet, in write()
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H A D | CustomMesh.cxx | 31 smoothBounce = false; in CustomMesh() 97 smoothBounce, driveThrough, shootThrough); in read() 149 smoothBounce = true; in read() 226 noclusters, smoothBounce, in writeToGroupDef()
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H A D | CustomMeshFace.h | 30 bool smoothBounce, bool driveThrough, bool shootThrough); 43 bool smoothBounce; variable
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/dports/games/bzflag/bzflag-2.4.22/src/bzfs/ |
H A D | CustomArc.cxx | 53 smoothBounce = false; in CustomArc() 119 smoothBounce = true; in read() 151 smoothBounce, driveThrough, shootThrough, ricochet); in writeToGroupDef() 167 smoothBounce, driveThrough, shootThrough, ricochet); in writeToGroupDef()
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H A D | CustomCone.cxx | 52 smoothBounce = false; in CustomCone() 116 smoothBounce = true; in read() 150 smoothBounce, driveThrough, shootThrough, ricochet); in writeToGroupDef() 173 smoothBounce, driveThrough, shootThrough, ricochet); in writeToGroupDef()
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H A D | CustomSphere.cxx | 45 smoothBounce = false; in CustomSphere() 93 smoothBounce = true; in read() 123 smoothBounce, driveThrough, shootThrough, ricochet); in writeToGroupDef()
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H A D | CustomMeshFace.cxx | 35 smoothBounce = bounce; in CustomMeshFace() 105 smoothBounce = true; in read() 135 noclusters, smoothBounce, driveThrough, shootThrough, ricochet, in write()
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H A D | CustomMesh.cxx | 31 smoothBounce = false; in CustomMesh() 97 smoothBounce, driveThrough, shootThrough); in read() 149 smoothBounce = true; in read() 226 noclusters, smoothBounce, in writeToGroupDef()
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H A D | CustomMeshFace.h | 30 bool smoothBounce, bool driveThrough, bool shootThrough); 43 bool smoothBounce; variable
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/dports/games/bzflag-server/bzflag-2.4.22/include/ |
H A D | MeshFace.h | 42 bool noclusters, bool smoothBounce, bool drive, bool shoot, bool ricochet); 114 bool smoothBounce; variable 226 return smoothBounce; in isSmoothBounce()
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H A D | MeshObstacle.h | 144 bool smoothBounce; variable 220 return smoothBounce; in useSmoothBounce()
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/dports/games/bzflag/bzflag-2.4.22/include/ |
H A D | MeshFace.h | 42 bool noclusters, bool smoothBounce, bool drive, bool shoot, bool ricochet); 114 bool smoothBounce; variable 226 return smoothBounce; in isSmoothBounce()
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H A D | MeshObstacle.h | 144 bool smoothBounce; variable 220 return smoothBounce; in useSmoothBounce()
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/dports/games/bzflag-server/bzflag-2.4.22/src/obstacle/ |
H A D | ConeObstacle.cxx | 58 smoothBounce = bounce; in ConeObstacle() 84 smoothBounce, driveThrough, shootThrough, ricochet); in copyWithTransform() 293 false, smoothBounce, driveThrough, shootThrough, ricochet); in makeMesh() 435 stateByte |= smoothBounce ? (1 << 2) : 0; in pack() 472 smoothBounce = (stateByte & (1 << 2)) != 0; in unpack() 537 if (smoothBounce) in print()
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H A D | MeshFace.cxx | 39 smoothBounce = false; in MeshFace() 65 smoothBounce = bounce; in MeshFace() 354 if (!smoothBounce || !useNormals()) in get3DNormal() 576 stateByte |= smoothBounce ? (1 << 4) : 0; in pack() 623 driveThrough = shootThrough = smoothBounce = false; in unpack() 632 smoothBounce = (stateByte & (1 << 4)) != 0; in unpack() 781 if (smoothBounce && !mesh->useSmoothBounce()) in print()
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H A D | SphereObstacle.cxx | 58 smoothBounce = bounce; in SphereObstacle() 83 phydrv, smoothBounce, driveThrough, shootThrough, ricochet); in copyWithTransform() 308 false, smoothBounce, driveThrough, shootThrough, ricochet); in makeMesh() 537 stateByte |= smoothBounce ? (1 << 2) : 0; in pack() 574 smoothBounce = (stateByte & (1 << 2)) != 0; in unpack() 639 if (smoothBounce) in print()
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H A D | ArcObstacle.cxx | 60 smoothBounce = bounce; in ArcObstacle() 86 smoothBounce, driveThrough, shootThrough, ricochet); in copyWithTransform() 326 false, smoothBounce, driveThrough, shootThrough, ricochet); in makePie() 519 false, smoothBounce, driveThrough, shootThrough, ricochet); in makeRing() 673 stateByte |= smoothBounce ? (1 << 2) : 0; in pack() 712 smoothBounce = (stateByte & (1 << 2)) != 0; in unpack() 780 if (smoothBounce) in print()
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H A D | MeshObstacle.cxx | 51 smoothBounce = false; in MeshObstacle() 123 smoothBounce = bounce; in MeshObstacle() 177 bounce = bounce || smoothBounce; in addFace() 325 smoothBounce, driveThrough, shootThrough, ricochet); in copyWithTransform() 340 smoothBounce, driveThrough, shootThrough, ricochet); in copyWithTransform() 708 stateByte |= smoothBounce ? (1 << 2) : 0; in pack() 775 smoothBounce = (stateByte & (1 << 2)) != 0; in unpack() 900 if (smoothBounce) in print()
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/dports/games/bzflag/bzflag-2.4.22/src/obstacle/ |
H A D | ConeObstacle.cxx | 58 smoothBounce = bounce; in ConeObstacle() 84 smoothBounce, driveThrough, shootThrough, ricochet); in copyWithTransform() 293 false, smoothBounce, driveThrough, shootThrough, ricochet); in makeMesh() 435 stateByte |= smoothBounce ? (1 << 2) : 0; in pack() 472 smoothBounce = (stateByte & (1 << 2)) != 0; in unpack() 537 if (smoothBounce) in print()
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H A D | MeshFace.cxx | 39 smoothBounce = false; in MeshFace() 65 smoothBounce = bounce; in MeshFace() 354 if (!smoothBounce || !useNormals()) in get3DNormal() 576 stateByte |= smoothBounce ? (1 << 4) : 0; in pack() 623 driveThrough = shootThrough = smoothBounce = false; in unpack() 632 smoothBounce = (stateByte & (1 << 4)) != 0; in unpack() 781 if (smoothBounce && !mesh->useSmoothBounce()) in print()
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H A D | SphereObstacle.cxx | 58 smoothBounce = bounce; in SphereObstacle() 83 phydrv, smoothBounce, driveThrough, shootThrough, ricochet); in copyWithTransform() 308 false, smoothBounce, driveThrough, shootThrough, ricochet); in makeMesh() 537 stateByte |= smoothBounce ? (1 << 2) : 0; in pack() 574 smoothBounce = (stateByte & (1 << 2)) != 0; in unpack() 639 if (smoothBounce) in print()
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H A D | ArcObstacle.cxx | 60 smoothBounce = bounce; in ArcObstacle() 86 smoothBounce, driveThrough, shootThrough, ricochet); in copyWithTransform() 326 false, smoothBounce, driveThrough, shootThrough, ricochet); in makePie() 519 false, smoothBounce, driveThrough, shootThrough, ricochet); in makeRing() 673 stateByte |= smoothBounce ? (1 << 2) : 0; in pack() 712 smoothBounce = (stateByte & (1 << 2)) != 0; in unpack() 780 if (smoothBounce) in print()
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