Searched refs:punchangle (Results 1 – 11 of 11) sorted by relevance
233 len = VectorNormalize (sv_player->u.v.punchangle); in DropPunchAngle()238 VectorScale (sv_player->u.v.punchangle, len, sv_player->u.v.punchangle); in DropPunchAngle()406 VectorAdd (sv_player->u.v.v_angle, sv_player->u.v.punchangle, v_angle); in SV_ClientThink()
75 vec3_t punchangle;
178 vec3_t punchangle; // temporary offset member
78 vec3_t punchangle;
532 cl.punchangle[i] = MSG_ReadChar(); in CL_ParseClientdata()534 cl.punchangle[i] = 0; in CL_ParseClientdata()
647 if (ent->u.v.punchangle[i]) in SV_WriteClientdataToMessage()676 MSG_WriteChar (msg, (int) ent->u.v.punchangle[i]); in SV_WriteClientdataToMessage()
958 VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles); in V_CalcRefdef()
949 r_refdef.viewangles[PITCH] += cl.punchangle; in V_CalcRefdef()977 cl.punchangle -= 10*host_frametime; in DropPunchAngle()978 if (cl.punchangle < 0) in DropPunchAngle()979 cl.punchangle = 0; in DropPunchAngle()
262 float punchangle; // temporar yview kick from weapon firing member
1305 cl.punchangle = -2; in CL_ParseServerMessage()1308 cl.punchangle = -4; in CL_ParseServerMessage()
21 make punchangle a client side operation