/external/clang/test/CXX/except/except.spec/ |
p11.cpp | 3 // This is the "let the user shoot himself in the foot" clause.
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/external/jmonkeyengine/engine/src/test/jme3test/helloworld/ |
HelloAudio.java | 61 /** Declaring "Shoot" action, mapping it to a trigger (mouse click). */ 63 inputManager.addMapping("Shoot", new MouseButtonTrigger(0)); 64 inputManager.addListener(actionListener, "Shoot"); 67 /** Defining the "Shoot" action: Play a gun sound. */ 71 if (name.equals("Shoot") && !keyPressed) {
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HelloPicking.java | 72 /** create four colored boxes and a floor to shoot at: */
83 /** Declaring the "Shoot" action and mapping to its triggers. */
85 inputManager.addMapping("Shoot",
88 inputManager.addListener(actionListener, "Shoot");
90 /** Defining the "Shoot" action: Determine what was hit and how to respond. */
94 if (name.equals("Shoot") && !keyPressed) {
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HelloPhysics.java | 116 inputManager.addMapping("shoot",
118 inputManager.addListener(actionListener, "shoot");
122 * Every time the shoot action is triggered, a new cannon ball is produced.
127 if (name.equals("shoot") && !keyPressed) {
212 /** Accelerate the physcial ball to shoot it. */
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/external/replicaisland/src/com/replica/replicaisland/ |
NPCAnimationComponent.java | 29 public static final int SHOOT = 4; 85 case SHOOT: 86 shoot(parentObject); 208 mCurrentAnimation = SHOOT; 238 mCurrentAnimation = SHOOT; 276 mCurrentAnimation = SHOOT; 284 protected void shoot(GameObject parentObject) { method in class:NPCAnimationComponent
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LauncherComponent.java | 93 // We already have a shot loaded and we are asked to shoot something else. 94 // Shoot the current shot off and then load the new one.
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LaunchProjectileComponent.java | 259 public final void setShootSound(SoundSystem.Sound shoot) { 260 mShootSound = shoot;
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BackgroundCollisionComponent.java | 220 // Shoot a vertical line through the middle of the box. 331 // Shoot a ray from the center of the previous frame's box to the edge (left or right, 365 // Shoot a ray from the center of the previous frame's box to the edge (top or bottom,
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/external/freetype/src/autofit/ |
afcjk.h | 69 AF_WidthRec shoot; /* undershoot */ member in struct:AF_CJKBlueRec_
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afcjk.c | 453 blue_shoot = & blue->shoot.org; 477 FT_Pos shoot = *blue_shoot; local 478 FT_Bool under_ref = FT_BOOL( shoot < ref ); 482 *blue_shoot = *blue_ref = ( shoot + ref ) / 2; 491 FT_TRACE5(( "-- cjk %s bluezone ref = %ld shoot = %ld\n", 612 blue->shoot.cur = FT_MulFix( blue->shoot.org, scale ) + delta; 613 blue->shoot.fit = blue->shoot.cur; 617 dist = FT_MulFix( blue->ref.org - blue->shoot.org, scale ) [all...] |
aflatin2.c | 365 blue_shoot = & blue->shoot.org; 391 FT_Pos shoot = *blue_shoot; local 392 FT_Bool over_ref = FT_BOOL( shoot > ref ); 396 *blue_shoot = *blue_ref = ( shoot + ref ) / 2; 411 FT_TRACE5(( "-- ref = %ld, shoot = %ld\n", *blue_ref, *blue_shoot )); 556 FT_Pos scaled = FT_MulFix( blue->shoot.org, scaler->y_scale ); 612 blue->shoot.cur = FT_MulFix( blue->shoot.org, scale ) + delta; 613 blue->shoot.fit = blue->shoot.cur [all...] |
aflatin.c | 372 blue_shoot = &blue->shoot.org; 398 FT_Pos shoot = *blue_shoot; local 399 FT_Bool over_ref = FT_BOOL( shoot > ref ); 404 *blue_shoot = ( shoot + ref ) / 2; 419 FT_TRACE5(( "-- ref = %ld, shoot = %ld\n", *blue_ref, *blue_shoot )); 572 FT_Pos scaled = FT_MulFix( blue->shoot.org, scaler->y_scale ); 632 blue->shoot.cur = FT_MulFix( blue->shoot.org, scale ) + delta; 633 blue->shoot.fit = blue->shoot.cur [all...] |
aflatin.h | 90 AF_WidthRec shoot; member in struct:AF_LatinBlueRec_
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/external/jmonkeyengine/engine/src/test/jme3test/bullet/ |
PhysicsTestHelper.java | 172 * creates the necessary inputlistener and action to shoot balls from teh camera 188 if (name.equals("shoot") && !keyPressed) { 202 app.getInputManager().addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT)); 203 app.getInputManager().addListener(actionListener, "shoot");
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TestCcd.java | 73 inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
75 inputManager.addListener(this, "shoot");
129 if (binding.equals("shoot") && !value) {
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TestBrickTower.java | 113 inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT)); 114 inputManager.addListener(actionListener, "shoot"); 131 if (name.equals("shoot") && !keyPressed) {
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TestBrickWall.java | 103 inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
104 inputManager.addListener(actionListener, "shoot");
120 if (name.equals("shoot") && !keyPressed) {
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TestPhysicsCharacter.java | 87 inputManager.addMapping("Shoot",
92 inputManager.addListener(this, "Jump", "Shoot");
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TestBoneRagdoll.java | 181 if (name.equals("shoot") && !isPressed) { 210 }, "toggle", "shoot", "stop", "bullet+", "bullet-", "boom"); 212 inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
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/external/jmonkeyengine/engine/src/test/jme3test/batching/ |
TestBatchNodeTower.java | 121 inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT)); 122 inputManager.addListener(actionListener, "shoot"); 145 if (name.equals("shoot") && !keyPressed) {
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/external/quake/quake/src/WinQuake/ |
quake-rogue.spec.sh | 85 Lightning Shooters - Well, they shoot lightning and can be directed at any 87 Lava Nail Shooters - Well, they shoot, you get the idea here!
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/external/jmonkeyengine/engine/src/test/jme3test/terrain/ |
TerrainTestCollision.java | 221 inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT)); 222 inputManager.addListener(actionListener, "shoot"); 251 } else if (binding.equals("shoot") && !keyPressed) {
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/external/bluetooth/glib/docs/reference/glib/tmpl/ |
atomic_operations.sgml | 37 doing that. There are literally thousands of ways to shoot yourself in
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/external/jmonkeyengine/engine/src/test/jme3test/collision/ |
TestMousePick.java | 65 /** create four colored boxes and a floor to shoot at: */
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/external/libvpx/vp8/common/ |
onyx.h | 142 // shoot to keep buffer full at all times by undershooting a bit 95 recommended
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