Searched refs:svec2i_assign_vec2 (Results 1 – 8 of 8) sorted by relevance
/dports/games/cdogs-sdl/cdogs-sdl-1.0.1/src/cdogs/ |
H A D | ai_utils.c | 328 svec2i_assign_vec2(a->Pos), svec2i_assign_vec2(to), IsPosNoSee); in AIHasClearView() 362 svec2i_assign_vec2(fromOffset), svec2i_assign_vec2(to), in AIHasClearShot() 370 svec2i_assign_vec2(fromOffset), svec2i_assign_vec2(to), in AIHasClearShot() 379 svec2i_assign_vec2(fromOffset), svec2i_assign_vec2(to), in AIHasClearShot() 387 svec2i_assign_vec2(fromOffset), svec2i_assign_vec2(to), in AIHasClearShot()
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H A D | sounds.c | 564 svec2i_assign_vec2(pos), svec2i_assign_vec2(origin), &lineData)) in SoundPlayAtPlusDistance()
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H A D | particle.c | 513 const struct vec2i t = Vec2iToTile(svec2i_assign_vec2(p->Pos)); in DrawParticle()
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/dports/games/cdogs-sdl/cdogs-sdl-1.0.1/src/cdogs/draw/ |
H A D | draw_actor.c | 85 offset = svec2i_add(offset, svec2i_assign_vec2(cs->Offsets.Dir[part][d])); in GetActorDrawOffset() 491 picPos, svec2i_assign_vec2(ActorGetMuzzleOffset(a, w, i))); in DrawLaserSight() 521 const struct vec2i to = svec2i_add(from, svec2i_assign_vec2(v)); in DrawLaserSightSingle()
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H A D | drawtools.c | 230 const struct vec2i drawPos = svec2i_subtract(pos, svec2i_assign_vec2(scale)); in DrawShadow()
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/dports/games/cdogs-sdl/cdogs-sdl-1.0.1/src/cdogs/collision/ |
H A D | collision.c | 304 svec2i_assign_vec2(pos), svec2i_assign_vec2(svec2_add(pos, vel)), in OverlapThings()
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/dports/games/cdogs-sdl/cdogs-sdl-1.0.1/src/ |
H A D | game.c | 134 svec2i_assign_vec2(svec2_subtract(p, pCenter)), screenCenter); in GetPlayerCenter() 540 svec2i_assign_vec2(PlayersGetMidpoint()), svec2i(-w / 2, -h / 2)); in RunGameUpdate()
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/dports/games/cdogs-sdl/cdogs-sdl-1.0.1/src/cdogs/mathc/ |
H A D | mathc.h | 2569 MATHC_INLINE struct vec2i svec2i_assign_vec2(struct vec2 a) in svec2i_assign_vec2() function
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