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Searched refs:friction (Results 1 – 12 of 12) sorted by relevance

/external/quake/quake/src/QW/server/
Dmove.txt17 friction = 0.8;
19 friction =
21 friction =
23 friction =
Dsv_phys.c944 movevars.friction = sv_friction.value; in SV_SetMoveVars()
Dsv_user.c106 MSG_WriteFloat(&host_client->netchan.message, movevars.friction); in SV_New_f()
/external/quake/quake/src/QW/client/
Dpmove.c328 float friction; in PM_Friction() local
346 friction = movevars.friction; in PM_Friction()
358 friction *= 2; in PM_Friction()
369 drop += control*friction*frametime; in PM_Friction()
778 float speed, drop, friction, control, newspeed, accel; in SpectatorMove() local
800 friction = movevars.friction*1.5; // extra friction in SpectatorMove()
802 drop += control*friction*frametime; in SpectatorMove()
Dpmove.h82 float friction; member
Dcl_demo.c452 MSG_WriteFloat(&buf, movevars.friction); in CL_Record_f()
Dcl_parse.c593 movevars.friction = MSG_ReadFloat(); in CL_ParseServerData()
/external/quake/quake/src/WinQuake/
Dsv_user.cpp127 float friction; in SV_UserFriction() local
145 friction = sv_friction.value*sv_edgefriction.value; in SV_UserFriction()
147 friction = sv_friction.value; in SV_UserFriction()
151 newspeed = speed - host_frametime*control*friction; in SV_UserFriction()
Dsv_phys.cpp1370 float friction; in SV_Physics_Step() local
1414 friction = sv_friction.value; in SV_Physics_Step()
1417 newspeed = speed - host_frametime*control*friction; in SV_Physics_Step()
/external/quake/quake/src/QW/
Dqw2do.txt10 x- restore 2.1 movement code, but use new gravity application from 2.2, friction is still 4
Dqwrlnote.txt235 uses a default friction of 4, so if the server op wants Regular Quake
/external/icu4c/samples/ufortune/resources/
Droot.txt86 from friction between the face of the club and the cover of the ball