/external/quake/quake/src/QW/client/ |
D | view.c | 724 float yaw, pitch, move; in CalcGunAngle() local 728 yaw = r_refdef.viewangles[YAW]; in CalcGunAngle() 731 yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4; in CalcGunAngle() 732 if (yaw > 10) in CalcGunAngle() 733 yaw = 10; in CalcGunAngle() 734 if (yaw < -10) in CalcGunAngle() 735 yaw = -10; in CalcGunAngle() 742 if (yaw > oldyaw) in CalcGunAngle() 744 if (oldyaw + move < yaw) in CalcGunAngle() 745 yaw = oldyaw + move; in CalcGunAngle() [all …]
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D | cl_tent.c | 357 float yaw, pitch; in CL_UpdateBeams() local 378 yaw = 0; in CL_UpdateBeams() 386 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI); in CL_UpdateBeams() 387 if (yaw < 0) in CL_UpdateBeams() 388 yaw += 360; in CL_UpdateBeams() 407 ent->angles[1] = yaw; in CL_UpdateBeams()
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D | cl_cam.c | 60 float yaw, pitch; in vectoangles() local 64 yaw = 0; in vectoangles() 72 yaw = (int) (atan2(vec[1], vec[0]) * 180 / M_PI); in vectoangles() 73 if (yaw < 0) in vectoangles() 74 yaw += 360; in vectoangles() 83 ang[1] = yaw; in vectoangles()
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/external/quake/quake/src/WinQuake/ |
D | view.cpp | 707 float yaw, pitch, move; in CalcGunAngle() local 711 yaw = r_refdef.viewangles[YAW]; in CalcGunAngle() 714 yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4; in CalcGunAngle() 715 if (yaw > 10) in CalcGunAngle() 716 yaw = 10; in CalcGunAngle() 717 if (yaw < -10) in CalcGunAngle() 718 yaw = -10; in CalcGunAngle() 725 if (yaw > oldyaw) in CalcGunAngle() 727 if (oldyaw + move < yaw) in CalcGunAngle() 728 yaw = oldyaw + move; in CalcGunAngle() [all …]
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D | cl_tent.cpp | 332 float yaw, pitch; in CL_UpdateTEnts() local 354 yaw = 0; in CL_UpdateTEnts() 362 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI); in CL_UpdateTEnts() 363 if (yaw < 0) in CL_UpdateTEnts() 364 yaw += 360; in CL_UpdateTEnts() 383 ent->angles[1] = yaw; in CL_UpdateTEnts()
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D | pr_cmds.cpp | 404 float yaw; in PF_vectoyaw() local 409 yaw = 0; in PF_vectoyaw() 412 yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI); in PF_vectoyaw() 413 if (yaw < 0) in PF_vectoyaw() 414 yaw += 360; in PF_vectoyaw() 417 G_FLOAT(OFS_RETURN) = yaw; in PF_vectoyaw() 432 float yaw, pitch; in PF_vectoangles() local 438 yaw = 0; in PF_vectoangles() 446 yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI); in PF_vectoangles() 447 if (yaw < 0) in PF_vectoangles() [all …]
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D | sv_move.cpp | 233 qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() argument 238 ent->u.v.ideal_yaw = yaw; in SV_StepDirection() 241 yaw = yaw*M_PI*2 / 360; in SV_StepDirection() 242 move[0] = cos(yaw)*dist; in SV_StepDirection() 243 move[1] = sin(yaw)*dist; in SV_StepDirection()
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/external/quake/quake/src/QW/server/ |
D | pr_cmds.c | 341 float yaw; in PF_vectoyaw() local 346 yaw = 0; in PF_vectoyaw() 349 yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI); in PF_vectoyaw() 350 if (yaw < 0) in PF_vectoyaw() 351 yaw += 360; in PF_vectoyaw() 354 G_FLOAT(OFS_RETURN) = yaw; in PF_vectoyaw() 369 float yaw, pitch; in PF_vectoangles() local 375 yaw = 0; in PF_vectoangles() 383 yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI); in PF_vectoangles() 384 if (yaw < 0) in PF_vectoangles() [all …]
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D | sv_move.c | 233 qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) in SV_StepDirection() argument 238 ent->v.ideal_yaw = yaw; in SV_StepDirection() 241 yaw = yaw*M_PI*2 / 360; in SV_StepDirection() 242 move[0] = cos(yaw)*dist; in SV_StepDirection() 243 move[1] = sin(yaw)*dist; in SV_StepDirection()
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D | sv_ents.c | 115 int x, y, z, p, yaw; in SV_EmitNailUpdate() local 130 yaw = (int)(256*ent->v.angles[1]/360)&255; in SV_EmitNailUpdate() 137 bits[5] = yaw; in SV_EmitNailUpdate()
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/external/icu4c/data/locales/ |
D | kam.txt | 30 "Ĩyawĩoo", 123 dn{"Ĩyakwakya/Ĩyawĩoo"}
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D | ee.txt | 89 "yaw", 118 "yaw",
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/external/quake/quake/src/WinQuake/kit/ |
D | JOYSTICK.TXT | 67 …g of DirectInput axis V (custom axis - Assassin 3D trackball forward and backward and SpaceOrb yaw) 73 4 = Axis is for turning left and right (yaw)
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/external/jmonkeyengine/engine/src/core/com/jme3/scene/ |
D | Spatial.java | 991 public Spatial rotate(float yaw, float roll, float pitch) { in rotate() argument 994 q.fromAngles(yaw, roll, pitch); in rotate()
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/external/quake/quake/src/QW/progs/ |
D | subs.qc | 35 // to mean no restrictions, so use a yaw of 360 instead.
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D | defs.qc | 640 float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE 642 float(float yaw, float dist) droptofloor= #34; // TRUE if landed on floor
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D | client.qc | 27 Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw'
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/external/jmonkeyengine/engine/src/core/com/jme3/math/ |
D | Quaternion.java | 250 public Quaternion fromAngles(float yaw, float roll, float pitch) { in fromAngles() argument 259 angle = yaw * 0.5f; in fromAngles()
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