Home
last modified time | relevance | path

Searched refs:yawing (Results 1 – 25 of 88) sorted by relevance

1234

/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/cgame/
H A Dcg_players.c1228 cent->pe.torso.yawing = qtrue; // always center in CG_PlayerAngles()
1230 cent->pe.legs.yawing = qtrue; // always center in CG_PlayerAngles()
1254 &cent->pe.torso.yawAngle, &cent->pe.torso.yawing ); in CG_PlayerAngles()
1256 &cent->pe.legs.yawAngle, &cent->pe.legs.yawing ); in CG_PlayerAngles()
1261 &cent->pe.torso.yawAngle, &cent->pe.torso.yawing ); in CG_PlayerAngles()
1263 &cent->pe.legs.yawAngle, &cent->pe.legs.yawing ); in CG_PlayerAngles()
1468 cent->pe.nonseg.yawing = qfalse; in CG_PlayerNonSegAngles()
1477 cent->pe.nonseg.yawing = qtrue; // always center in CG_PlayerNonSegAngles()
2467 cent->pe.legs.yawing = qfalse; in CG_ResetPlayerEntity()
2473 cent->pe.torso.yawing = qfalse; in CG_ResetPlayerEntity()
[all …]
/dports/games/ioquake3/ioquake3-1.36/code/q3_ui/
H A Dui_players.c440 if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) { in UI_PlayerAnimation()
591 pi->torso.yawing = qtrue; // always center in UI_PlayerAngles()
593 pi->legs.yawing = qtrue; // always center in UI_PlayerAngles()
603 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles()
604 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles()
1159 pi->legs.yawing = qfalse; in UI_PlayerInfo_SetInfo()
1164 pi->torso.yawing = qfalse; in UI_PlayerInfo_SetInfo()
/dports/games/ioquake3-server/ioquake3-1.36/code/q3_ui/
H A Dui_players.c440 if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) { in UI_PlayerAnimation()
591 pi->torso.yawing = qtrue; // always center in UI_PlayerAngles()
593 pi->legs.yawing = qtrue; // always center in UI_PlayerAngles()
603 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles()
604 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles()
1159 pi->legs.yawing = qfalse; in UI_PlayerInfo_SetInfo()
1164 pi->torso.yawing = qfalse; in UI_PlayerInfo_SetInfo()
H A Dui_local.h465 qboolean yawing; member
/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/q3_ui/
H A Dui_players.c440 if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) { in UI_PlayerAnimation()
591 pi->torso.yawing = qtrue; // always center in UI_PlayerAngles()
593 pi->legs.yawing = qtrue; // always center in UI_PlayerAngles()
603 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles()
604 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles()
1159 pi->legs.yawing = qfalse; in UI_PlayerInfo_SetInfo()
1164 pi->torso.yawing = qfalse; in UI_PlayerInfo_SetInfo()
/dports/games/evq3/evq3/code/q3_ui/
H A Dui_players.c440 if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) { in UI_PlayerAnimation()
591 pi->torso.yawing = qtrue; // always center in UI_PlayerAngles()
593 pi->legs.yawing = qtrue; // always center in UI_PlayerAngles()
603 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles()
604 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles()
1159 pi->legs.yawing = qfalse; in UI_PlayerInfo_SetInfo()
1164 pi->torso.yawing = qfalse; in UI_PlayerInfo_SetInfo()
/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/ui/
H A Dui_players.c431 if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) { in UI_PlayerAnimation()
582 pi->torso.yawing = qtrue; // always center in UI_PlayerAngles()
584 pi->legs.yawing = qtrue; // always center in UI_PlayerAngles()
594 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles()
595 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles()
1279 pi->legs.yawing = qfalse; in UI_PlayerInfo_SetInfo()
1284 pi->torso.yawing = qfalse; in UI_PlayerInfo_SetInfo()
/dports/games/iortcw/iortcw-1.51c/MP/code/cgame/
H A Dcg_players.c1566 if ( !( cent->currentState.eFlags & EF_DEAD ) && cent->pe.legs.yawing ) { in CG_PlayerAnimation()
1798 cent->pe.torso.yawing = qtrue; // always center in CG_PlayerAngles()
1800 cent->pe.legs.yawing = qtrue; // always center in CG_PlayerAngles()
1805 cent->pe.torso.yawing = qtrue; // always center in CG_PlayerAngles()
1840 cent->pe.legs.yawing = qfalse; // set it if they really need to swing in CG_PlayerAngles()
1845 cent->pe.legs.yawing = qfalse; // set it if they really need to swing in CG_PlayerAngles()
1847 …les[YAW], 0, clampTolerance, cg_swingSpeed.value, &cent->pe.legs.yawAngle, &cent->pe.legs.yawing ); in CG_PlayerAngles()
1849 if ( cent->pe.legs.yawing ) { in CG_PlayerAngles()
1850 …les[YAW], 0, clampTolerance, cg_swingSpeed.value, &cent->pe.legs.yawAngle, &cent->pe.legs.yawing ); in CG_PlayerAngles()
2925 cent->pe.legs.yawing = qfalse; in CG_ResetPlayerEntity()
[all …]
/dports/games/ioquake3/ioquake3-1.36/code/ui/
H A Dui_players.c441 if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) { in UI_PlayerAnimation()
592 pi->torso.yawing = qtrue; // always center in UI_PlayerAngles()
594 pi->legs.yawing = qtrue; // always center in UI_PlayerAngles()
604 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles()
605 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles()
1289 pi->legs.yawing = qfalse; in UI_PlayerInfo_SetInfo()
1294 pi->torso.yawing = qfalse; in UI_PlayerInfo_SetInfo()
/dports/games/ioquake3-server/ioquake3-1.36/code/ui/
H A Dui_players.c441 if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) { in UI_PlayerAnimation()
592 pi->torso.yawing = qtrue; // always center in UI_PlayerAngles()
594 pi->legs.yawing = qtrue; // always center in UI_PlayerAngles()
604 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles()
605 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles()
1289 pi->legs.yawing = qfalse; in UI_PlayerInfo_SetInfo()
1294 pi->torso.yawing = qfalse; in UI_PlayerInfo_SetInfo()
/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/ui/
H A Dui_players.c441 if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) { in UI_PlayerAnimation()
592 pi->torso.yawing = qtrue; // always center in UI_PlayerAngles()
594 pi->legs.yawing = qtrue; // always center in UI_PlayerAngles()
604 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles()
605 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles()
1289 pi->legs.yawing = qfalse; in UI_PlayerInfo_SetInfo()
1294 pi->torso.yawing = qfalse; in UI_PlayerInfo_SetInfo()
/dports/games/openarena-server/openarena-engine-source-0.8.8/code/ui/
H A Dui_players.c441 if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) { in UI_PlayerAnimation()
592 pi->torso.yawing = qtrue; // always center in UI_PlayerAngles()
594 pi->legs.yawing = qtrue; // always center in UI_PlayerAngles()
604 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles()
605 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles()
1289 pi->legs.yawing = qfalse; in UI_PlayerInfo_SetInfo()
1294 pi->torso.yawing = qfalse; in UI_PlayerInfo_SetInfo()
/dports/games/openarena/openarena-engine-source-0.8.8/code/ui/
H A Dui_players.c441 if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) { in UI_PlayerAnimation()
592 pi->torso.yawing = qtrue; // always center in UI_PlayerAngles()
594 pi->legs.yawing = qtrue; // always center in UI_PlayerAngles()
604 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles()
605 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles()
1289 pi->legs.yawing = qfalse; in UI_PlayerInfo_SetInfo()
1294 pi->torso.yawing = qfalse; in UI_PlayerInfo_SetInfo()
/dports/games/evq3/evq3/code/ui/
H A Dui_players.c441 if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) { in UI_PlayerAnimation()
592 pi->torso.yawing = qtrue; // always center in UI_PlayerAngles()
594 pi->legs.yawing = qtrue; // always center in UI_PlayerAngles()
604 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles()
605 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles()
1289 pi->legs.yawing = qfalse; in UI_PlayerInfo_SetInfo()
1294 pi->torso.yawing = qfalse; in UI_PlayerInfo_SetInfo()
/dports/games/iortcw/iortcw-1.51c/MP/code/ui/
H A Dui_players.c644 pi->torso.yawing = qtrue; // always center in UI_PlayerAngles()
646 pi->legs.yawing = qtrue; // always center in UI_PlayerAngles()
656 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles()
657 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles()
1543 pi->legs.yawing = qfalse; in UI_PlayerInfo_SetInfo()
1548 pi->torso.yawing = qfalse; in UI_PlayerInfo_SetInfo()
/dports/games/iortcw/iortcw-1.51c/SP/code/ui/
H A Dui_players.c626 pi->torso.yawing = qtrue; // always center in UI_PlayerAngles()
628 pi->legs.yawing = qtrue; // always center in UI_PlayerAngles()
638 UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); in UI_PlayerAngles()
639 UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); in UI_PlayerAngles()
1510 pi->legs.yawing = qfalse; in UI_PlayerInfo_SetInfo()
1515 pi->torso.yawing = qfalse; in UI_PlayerInfo_SetInfo()
/dports/games/iortcw/iortcw-1.51c/SP/code/cgame/
H A Dcg_players.c2208 if ( !( cent->currentState.eFlags & ( EF_DEAD | EF_NO_TURN_ANIM ) ) && cent->pe.legs.yawing ) { in CG_PlayerAnimation()
2528 cent->pe.torso.yawing = qtrue; // always center in CG_PlayerAngles()
2530 cent->pe.legs.yawing = qtrue; // always center in CG_PlayerAngles()
2535 cent->pe.torso.yawing = qtrue; // always center in CG_PlayerAngles()
2560 if ( !cent->pe.torso.yawing ) { in CG_PlayerAngles()
2575 if ( cent->pe.legs.yawing ) { in CG_PlayerAngles()
2578 cent->pe.legs.yawing = qfalse; // set it if they really need to swing in CG_PlayerAngles()
2584 cent->pe.legs.yawing = qfalse; // set it if they really need to swing in CG_PlayerAngles()
2588 if ( cent->pe.legs.yawing ) { in CG_PlayerAngles()
5417 cent->pe.legs.yawing = qfalse; in CG_ResetPlayerEntity()
[all …]
/dports/games/ioquake3-server/ioquake3-1.36/code/cgame/
H A Dcg_players.c1250 if ( cent->pe.legs.yawing && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) { in CG_PlayerAnimation()
1394 cent->pe.torso.yawing = qtrue; // always center in CG_PlayerAngles()
1396 cent->pe.legs.yawing = qtrue; // always center in CG_PlayerAngles()
1413 … torsoAngles[YAW], 25, 90, cg_swingSpeed.value, &cent->pe.torso.yawAngle, &cent->pe.torso.yawing ); in CG_PlayerAngles()
1414 …es( legsAngles[YAW], 40, 90, cg_swingSpeed.value, &cent->pe.legs.yawAngle, &cent->pe.legs.yawing ); in CG_PlayerAngles()
1716 CG_SwingAngles( angles[YAW], 25, 90, 0.15f, &cent->pe.flag.yawAngle, &cent->pe.flag.yawing ); in CG_PlayerFlag()
2604 cent->pe.legs.yawing = qfalse; in CG_ResetPlayerEntity()
2610 cent->pe.torso.yawing = qfalse; in CG_ResetPlayerEntity()
/dports/games/ioquake3/ioquake3-1.36/code/cgame/
H A Dcg_players.c1250 if ( cent->pe.legs.yawing && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) { in CG_PlayerAnimation()
1394 cent->pe.torso.yawing = qtrue; // always center in CG_PlayerAngles()
1396 cent->pe.legs.yawing = qtrue; // always center in CG_PlayerAngles()
1413 … torsoAngles[YAW], 25, 90, cg_swingSpeed.value, &cent->pe.torso.yawAngle, &cent->pe.torso.yawing ); in CG_PlayerAngles()
1414 …es( legsAngles[YAW], 40, 90, cg_swingSpeed.value, &cent->pe.legs.yawAngle, &cent->pe.legs.yawing ); in CG_PlayerAngles()
1716 CG_SwingAngles( angles[YAW], 25, 90, 0.15f, &cent->pe.flag.yawAngle, &cent->pe.flag.yawing ); in CG_PlayerFlag()
2604 cent->pe.legs.yawing = qfalse; in CG_ResetPlayerEntity()
2610 cent->pe.torso.yawing = qfalse; in CG_ResetPlayerEntity()
/dports/games/evq3/evq3/code/cgame/
H A Dcg_players.c1250 if ( cent->pe.legs.yawing && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) { in CG_PlayerAnimation()
1394 cent->pe.torso.yawing = qtrue; // always center in CG_PlayerAngles()
1396 cent->pe.legs.yawing = qtrue; // always center in CG_PlayerAngles()
1413 … torsoAngles[YAW], 25, 90, cg_swingSpeed.value, &cent->pe.torso.yawAngle, &cent->pe.torso.yawing ); in CG_PlayerAngles()
1414 …es( legsAngles[YAW], 40, 90, cg_swingSpeed.value, &cent->pe.legs.yawAngle, &cent->pe.legs.yawing ); in CG_PlayerAngles()
1716 CG_SwingAngles( angles[YAW], 25, 90, 0.15f, &cent->pe.flag.yawAngle, &cent->pe.flag.yawing ); in CG_PlayerFlag()
2604 cent->pe.legs.yawing = qfalse; in CG_ResetPlayerEntity()
2610 cent->pe.torso.yawing = qfalse; in CG_ResetPlayerEntity()
/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/cgame/
H A Dcg_players.c1250 if ( cent->pe.legs.yawing && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) { in CG_PlayerAnimation()
1394 cent->pe.torso.yawing = qtrue; // always center in CG_PlayerAngles()
1396 cent->pe.legs.yawing = qtrue; // always center in CG_PlayerAngles()
1413 … torsoAngles[YAW], 25, 90, cg_swingSpeed.value, &cent->pe.torso.yawAngle, &cent->pe.torso.yawing ); in CG_PlayerAngles()
1414 …es( legsAngles[YAW], 40, 90, cg_swingSpeed.value, &cent->pe.legs.yawAngle, &cent->pe.legs.yawing ); in CG_PlayerAngles()
1716 CG_SwingAngles( angles[YAW], 25, 90, 0.15f, &cent->pe.flag.yawAngle, &cent->pe.flag.yawing ); in CG_PlayerFlag()
2604 cent->pe.legs.yawing = qfalse; in CG_ResetPlayerEntity()
2610 cent->pe.torso.yawing = qfalse; in CG_ResetPlayerEntity()
/dports/games/openjk/OpenJK-07675e2/codeJK2/cgame/
H A Dcg_players.cpp1043 if ( cent->pe.legs.yawing ) in CG_PlayerAnimation()
1859 cent->pe.legs.yawing = qtrue; in CG_ATSTLegsYaw()
1865 cent->pe.legs.yawing = qfalse; in CG_ATSTLegsYaw()
2222 cent->pe.legs.yawing = qfalse; in CG_G2PlayerAngles()
2226 cent->pe.legs.yawing = qtrue; in CG_G2PlayerAngles()
2377 cent->pe.legs.yawing = qtrue; in CG_G2PlayerAngles()
2499 cent->pe.legs.yawing = qfalse; in CG_PlayerAngles()
2503 cent->pe.legs.yawing = qtrue; in CG_PlayerAngles()
2601 cent->pe.legs.yawing = qfalse; in CG_PlayerAngles()
6043 cent->pe.legs.yawing = qfalse; in CG_ResetPlayerEntity()
[all …]
/dports/games/openjk/OpenJK-07675e2/codemp/ui/
H A Dui_local.h68 qboolean yawing; member
/dports/games/openjk/OpenJK-07675e2/code/cgame/
H A Dcg_players.cpp913 if ( cent->pe.legs.yawing ) in CG_PlayerAnimation()
2004 cent->pe.legs.yawing = qtrue; in CG_ATSTLegsYaw()
2010 cent->pe.legs.yawing = qfalse; in CG_ATSTLegsYaw()
2732 cent->pe.legs.yawing = qfalse; in CG_G2PlayerAngles()
2753 cent->pe.legs.yawing = qfalse; in CG_G2PlayerAngles()
2771 cent->pe.legs.yawing = qtrue; in CG_G2PlayerAngles()
3074 cent->pe.legs.yawing = qfalse; in CG_PlayerAngles()
3078 cent->pe.legs.yawing = qtrue; in CG_PlayerAngles()
3176 cent->pe.legs.yawing = qfalse; in CG_PlayerAngles()
8449 cent->pe.legs.yawing = qfalse; in CG_ResetPlayerEntity()
[all …]
/dports/games/gl-117/gl-117-1.3.2-src/doc/src/
H A Daerodynamics.tex80 of the aircraft. A rotation around this axis is know as yawing.

1234