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Searched
refs:SGN
(Results
1 - 9
of
9
) sorted by relevancy
/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
[
all
...]
Completed in 123 milliseconds
Indexes created Wed Oct 22 13:09:56 GMT 2025