Symbol: angle
games/atc/input.c
540
int angle;
games/atc/input.c
542
angle = dir_no(c);
games/atc/input.c
545
p.new_dir = p.dir - angle;
games/atc/input.c
550
p.new_dir = p.dir + angle;
games/sail/extern.h
355
int angle(int, int);
games/sail/misc.c
140
if ((ang = angle(Dr, Dc) - from->file->dir + 1) < 1)
games/sail/misc.c
165
ang = angle(Dr, Dc);
games/trek/computer.c
317
double angle;
games/trek/computer.c
326
angle = atan2(dy, dx);
games/trek/computer.c
328
if (angle < 0.0)
games/trek/computer.c
329
angle += 6.283185307;
games/trek/computer.c
331
course = angle * 57.29577951 + 0.5;
games/trek/move.c
73
double angle;
games/trek/move.c
87
angle = course * 0.0174532925;
games/trek/move.c
89
angle += Param.navigcrud[1] * (franf() - 0.5);
games/trek/move.c
92
angle += Param.navigcrud[0] * (franf() - 0.5);
games/trek/move.c
93
dx = -cos(angle);
games/trek/move.c
94
dy = sin(angle);
games/trek/phaser.c
187
b->angle = hit * 0.0174532925;
games/trek/phaser.c
236
b->angle = atan2(dy, dx);
games/trek/phaser.c
288
printf(" a%.2f s%.2f\n", b->angle, b->spread);
games/trek/phaser.c
348
anglefactor = atan2(dy, dx) - b->angle;
games/trek/phaser.c
80
double angle;
games/trek/torped.c
134
angle = course2 * 0.0174532925; /* convert to radians */
games/trek/torped.c
135
dx = -cos(angle);
games/trek/torped.c
136
dy = sin(angle);
games/trek/torped.c
66
double angle;
sys/dev/ic/ar9003.c
2682
int icept, G, I, L, M, angle, xnonlin, y2, y4, sumy2, sumy4;
sys/dev/ic/ar9003.c
2881
sc->angle[chain][i] = 0; /* Linear at that range. */
sys/dev/ic/ar9003.c
2905
angle = y5 + y3;
sys/dev/ic/ar9003.c
2906
if (angle < -150)
sys/dev/ic/ar9003.c
2907
angle = -150;
sys/dev/ic/ar9003.c
2908
else if (angle > 150)
sys/dev/ic/ar9003.c
2909
angle = 150;
sys/dev/ic/ar9003.c
2910
sc->angle[chain][i] = angle;
sys/dev/ic/ar9003.c
2913
sc->angle[chain][4] = (sc->angle[chain][5] + 2) / 2;
sys/dev/ic/ar9003.c
2931
SM(AR_PHY_PAPRD_ANGLE, sc->angle[chain][i]));
sys/dev/ic/athnvar.h
506
int16_t angle[AR_MAX_CHAINS]