/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/cgame/ |
H A D | cg_players.c | 1228 cent->pe.torso.yawing = qtrue; // always center in CG_PlayerAngles() 1230 cent->pe.legs.yawing = qtrue; // always center in CG_PlayerAngles() 1254 ¢->pe.torso.yawAngle, ¢->pe.torso.yawing ); in CG_PlayerAngles() 1256 ¢->pe.legs.yawAngle, ¢->pe.legs.yawing ); in CG_PlayerAngles() 1261 ¢->pe.torso.yawAngle, ¢->pe.torso.yawing ); in CG_PlayerAngles() 1263 ¢->pe.legs.yawAngle, ¢->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 …]
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/dports/games/ioquake3/ioquake3-1.36/code/q3_ui/ |
H A D | ui_players.c | 440 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()
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/dports/games/ioquake3-server/ioquake3-1.36/code/q3_ui/ |
H A D | ui_players.c | 440 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()
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H A D | ui_local.h | 465 qboolean yawing; member
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/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/q3_ui/ |
H A D | ui_players.c | 440 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()
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/dports/games/evq3/evq3/code/q3_ui/ |
H A D | ui_players.c | 440 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()
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/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/ui/ |
H A D | ui_players.c | 431 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()
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/dports/games/iortcw/iortcw-1.51c/MP/code/cgame/ |
H A D | cg_players.c | 1566 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, ¢->pe.legs.yawAngle, ¢->pe.legs.yawing ); in CG_PlayerAngles() 1849 if ( cent->pe.legs.yawing ) { in CG_PlayerAngles() 1850 …les[YAW], 0, clampTolerance, cg_swingSpeed.value, ¢->pe.legs.yawAngle, ¢->pe.legs.yawing ); in CG_PlayerAngles() 2925 cent->pe.legs.yawing = qfalse; in CG_ResetPlayerEntity() [all …]
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/dports/games/ioquake3/ioquake3-1.36/code/ui/ |
H A D | ui_players.c | 441 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()
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/dports/games/ioquake3-server/ioquake3-1.36/code/ui/ |
H A D | ui_players.c | 441 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()
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/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/ui/ |
H A D | ui_players.c | 441 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()
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/dports/games/openarena-server/openarena-engine-source-0.8.8/code/ui/ |
H A D | ui_players.c | 441 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()
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/dports/games/openarena/openarena-engine-source-0.8.8/code/ui/ |
H A D | ui_players.c | 441 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()
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/dports/games/evq3/evq3/code/ui/ |
H A D | ui_players.c | 441 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()
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/dports/games/iortcw/iortcw-1.51c/MP/code/ui/ |
H A D | ui_players.c | 644 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()
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/dports/games/iortcw/iortcw-1.51c/SP/code/ui/ |
H A D | ui_players.c | 626 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()
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/dports/games/iortcw/iortcw-1.51c/SP/code/cgame/ |
H A D | cg_players.c | 2208 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 …]
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/dports/games/ioquake3-server/ioquake3-1.36/code/cgame/ |
H A D | cg_players.c | 1250 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, ¢->pe.torso.yawAngle, ¢->pe.torso.yawing ); in CG_PlayerAngles() 1414 …es( legsAngles[YAW], 40, 90, cg_swingSpeed.value, ¢->pe.legs.yawAngle, ¢->pe.legs.yawing ); in CG_PlayerAngles() 1716 CG_SwingAngles( angles[YAW], 25, 90, 0.15f, ¢->pe.flag.yawAngle, ¢->pe.flag.yawing ); in CG_PlayerFlag() 2604 cent->pe.legs.yawing = qfalse; in CG_ResetPlayerEntity() 2610 cent->pe.torso.yawing = qfalse; in CG_ResetPlayerEntity()
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/dports/games/ioquake3/ioquake3-1.36/code/cgame/ |
H A D | cg_players.c | 1250 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, ¢->pe.torso.yawAngle, ¢->pe.torso.yawing ); in CG_PlayerAngles() 1414 …es( legsAngles[YAW], 40, 90, cg_swingSpeed.value, ¢->pe.legs.yawAngle, ¢->pe.legs.yawing ); in CG_PlayerAngles() 1716 CG_SwingAngles( angles[YAW], 25, 90, 0.15f, ¢->pe.flag.yawAngle, ¢->pe.flag.yawing ); in CG_PlayerFlag() 2604 cent->pe.legs.yawing = qfalse; in CG_ResetPlayerEntity() 2610 cent->pe.torso.yawing = qfalse; in CG_ResetPlayerEntity()
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/dports/games/evq3/evq3/code/cgame/ |
H A D | cg_players.c | 1250 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, ¢->pe.torso.yawAngle, ¢->pe.torso.yawing ); in CG_PlayerAngles() 1414 …es( legsAngles[YAW], 40, 90, cg_swingSpeed.value, ¢->pe.legs.yawAngle, ¢->pe.legs.yawing ); in CG_PlayerAngles() 1716 CG_SwingAngles( angles[YAW], 25, 90, 0.15f, ¢->pe.flag.yawAngle, ¢->pe.flag.yawing ); in CG_PlayerFlag() 2604 cent->pe.legs.yawing = qfalse; in CG_ResetPlayerEntity() 2610 cent->pe.torso.yawing = qfalse; in CG_ResetPlayerEntity()
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/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/cgame/ |
H A D | cg_players.c | 1250 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, ¢->pe.torso.yawAngle, ¢->pe.torso.yawing ); in CG_PlayerAngles() 1414 …es( legsAngles[YAW], 40, 90, cg_swingSpeed.value, ¢->pe.legs.yawAngle, ¢->pe.legs.yawing ); in CG_PlayerAngles() 1716 CG_SwingAngles( angles[YAW], 25, 90, 0.15f, ¢->pe.flag.yawAngle, ¢->pe.flag.yawing ); in CG_PlayerFlag() 2604 cent->pe.legs.yawing = qfalse; in CG_ResetPlayerEntity() 2610 cent->pe.torso.yawing = qfalse; in CG_ResetPlayerEntity()
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/dports/games/openjk/OpenJK-07675e2/codeJK2/cgame/ |
H A D | cg_players.cpp | 1043 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 …]
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/dports/games/openjk/OpenJK-07675e2/codemp/ui/ |
H A D | ui_local.h | 68 qboolean yawing; member
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/dports/games/openjk/OpenJK-07675e2/code/cgame/ |
H A D | cg_players.cpp | 913 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 …]
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/dports/games/gl-117/gl-117-1.3.2-src/doc/src/ |
H A D | aerodynamics.tex | 80 of the aircraft. A rotation around this axis is know as yawing.
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