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Searched refs:smoothBounce (Results 1 – 25 of 40) sorted by relevance

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/dports/games/bzflag-server/bzflag-2.4.22/src/bzfs/
H A DCustomArc.cxx53 smoothBounce = false; in CustomArc()
119 smoothBounce = true; in read()
151 smoothBounce, driveThrough, shootThrough, ricochet); in writeToGroupDef()
167 smoothBounce, driveThrough, shootThrough, ricochet); in writeToGroupDef()
H A DCustomCone.cxx52 smoothBounce = false; in CustomCone()
116 smoothBounce = true; in read()
150 smoothBounce, driveThrough, shootThrough, ricochet); in writeToGroupDef()
173 smoothBounce, driveThrough, shootThrough, ricochet); in writeToGroupDef()
H A DCustomSphere.cxx45 smoothBounce = false; in CustomSphere()
93 smoothBounce = true; in read()
123 smoothBounce, driveThrough, shootThrough, ricochet); in writeToGroupDef()
H A DCustomMeshFace.cxx35 smoothBounce = bounce; in CustomMeshFace()
105 smoothBounce = true; in read()
135 noclusters, smoothBounce, driveThrough, shootThrough, ricochet, in write()
H A DCustomMesh.cxx31 smoothBounce = false; in CustomMesh()
97 smoothBounce, driveThrough, shootThrough); in read()
149 smoothBounce = true; in read()
226 noclusters, smoothBounce, in writeToGroupDef()
H A DCustomMeshFace.h30 bool smoothBounce, bool driveThrough, bool shootThrough);
43 bool smoothBounce; variable
/dports/games/bzflag/bzflag-2.4.22/src/bzfs/
H A DCustomArc.cxx53 smoothBounce = false; in CustomArc()
119 smoothBounce = true; in read()
151 smoothBounce, driveThrough, shootThrough, ricochet); in writeToGroupDef()
167 smoothBounce, driveThrough, shootThrough, ricochet); in writeToGroupDef()
H A DCustomCone.cxx52 smoothBounce = false; in CustomCone()
116 smoothBounce = true; in read()
150 smoothBounce, driveThrough, shootThrough, ricochet); in writeToGroupDef()
173 smoothBounce, driveThrough, shootThrough, ricochet); in writeToGroupDef()
H A DCustomSphere.cxx45 smoothBounce = false; in CustomSphere()
93 smoothBounce = true; in read()
123 smoothBounce, driveThrough, shootThrough, ricochet); in writeToGroupDef()
H A DCustomMeshFace.cxx35 smoothBounce = bounce; in CustomMeshFace()
105 smoothBounce = true; in read()
135 noclusters, smoothBounce, driveThrough, shootThrough, ricochet, in write()
H A DCustomMesh.cxx31 smoothBounce = false; in CustomMesh()
97 smoothBounce, driveThrough, shootThrough); in read()
149 smoothBounce = true; in read()
226 noclusters, smoothBounce, in writeToGroupDef()
H A DCustomMeshFace.h30 bool smoothBounce, bool driveThrough, bool shootThrough);
43 bool smoothBounce; variable
/dports/games/bzflag-server/bzflag-2.4.22/include/
H A DMeshFace.h42 bool noclusters, bool smoothBounce, bool drive, bool shoot, bool ricochet);
114 bool smoothBounce; variable
226 return smoothBounce; in isSmoothBounce()
H A DMeshObstacle.h144 bool smoothBounce; variable
220 return smoothBounce; in useSmoothBounce()
/dports/games/bzflag/bzflag-2.4.22/include/
H A DMeshFace.h42 bool noclusters, bool smoothBounce, bool drive, bool shoot, bool ricochet);
114 bool smoothBounce; variable
226 return smoothBounce; in isSmoothBounce()
H A DMeshObstacle.h144 bool smoothBounce; variable
220 return smoothBounce; in useSmoothBounce()
/dports/games/bzflag-server/bzflag-2.4.22/src/obstacle/
H A DConeObstacle.cxx58 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()
H A DMeshFace.cxx39 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()
H A DSphereObstacle.cxx58 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()
H A DArcObstacle.cxx60 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()
H A DMeshObstacle.cxx51 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()
/dports/games/bzflag/bzflag-2.4.22/src/obstacle/
H A DConeObstacle.cxx58 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()
H A DMeshFace.cxx39 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()
H A DSphereObstacle.cxx58 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()
H A DArcObstacle.cxx60 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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