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  /src/games/atc/
def.h 56 #define SGN(x) ((x < 0) ? -1 : ((x > 0) ? 1 : 0))
graphics.c 245 dx = SGN(lx - x);
246 dy = SGN(ly - y);
input.c 488 xdiff = SGN(xdiff);
490 ydiff = SGN(ydiff);
update.c 107 pp->altitude += SGN(pp->new_altitude - pp->altitude);
  /src/games/phantasia/
macros.h 8 #define SGN(X) ((X) < 0 ? -1 : 1)
misc.c 741 xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
743 ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
748 xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
749 ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
  /src/lib/libc/isc/
ev_timers.c 111 #define SGN(x) ((x) < 0 ? (-1) : (x) > 0 ? (1) : (0));
116 return SGN(s);
119 return SGN(n);
  /src/sys/arch/m68k/060sp/dist/
fplsp.s 4940 # 5. (k is odd) Set j := (k-1)/2, sgn := (-1)**j. #
4941 # Return sgn*cos(r) where cos(r) is approximated by an #
4946 # 6. (k is even) Set j := k/2, sgn := (-1)**j. Return sgn*sin(r) #
5083 #--LET J BE THE LEAST SIG. BIT OF D0, LET SGN := (-1)**J.
5084 #--THEN WE RETURN SGN*SIN(R). SGN*SIN(R) IS COMPUTED BY
5086 #--R' = SGN*R, S=R*R. THIS CAN BE REWRITTEN AS
5106 eor.l %d1,X(%a6) # X IS NOW R'= SGN*R
5136 #--LET J BE THE LEAST SIG. BIT OF D0, LET SGN := (-1)**J
    [all...]
fpsp.s 5046 # 5. (k is odd) Set j := (k-1)/2, sgn := (-1)**j. #
5047 # Return sgn*cos(r) where cos(r) is approximated by an #
5052 # 6. (k is even) Set j := k/2, sgn := (-1)**j. Return sgn*sin(r) #
5189 #--LET J BE THE LEAST SIG. BIT OF D0, LET SGN := (-1)**J.
5190 #--THEN WE RETURN SGN*SIN(R). SGN*SIN(R) IS COMPUTED BY
5192 #--R' = SGN*R, S=R*R. THIS CAN BE REWRITTEN AS
5212 eor.l %d1,X(%a6) # X IS NOW R'= SGN*R
5242 #--LET J BE THE LEAST SIG. BIT OF D0, LET SGN := (-1)**J
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