max(FloatAngle, FloatAngle, FloatAngle[]) | | 0% | | 0% | 4 | 4 | 5 | 5 | 1 | 1 |
min(FloatAngle, FloatAngle, FloatAngle[]) | | 0% | | 0% | 4 | 4 | 5 | 5 | 1 | 1 |
plus(FloatDirection) | | 0% | | n/a | 1 | 1 | 2 | 2 | 1 | 1 |
max(FloatAngle, FloatAngle) | | 0% | | 0% | 2 | 2 | 1 | 1 | 1 | 1 |
min(FloatAngle, FloatAngle) | | 0% | | 0% | 2 | 2 | 1 | 1 | 1 | 1 |
createSI(float) | | 0% | | n/a | 1 | 1 | 1 | 1 | 1 | 1 |
instantiateAbs(float, DirectionUnit) | | 0% | | n/a | 1 | 1 | 1 | 1 | 1 | 1 |
static {...} | | 100% | | n/a | 0 | 1 | 0 | 6 | 0 | 1 |
interpolate(FloatAngle, FloatAngle, float) | | 100% | | n/a | 0 | 1 | 0 | 1 | 0 | 1 |
divideBy(FloatAngle) | | 100% | | n/a | 0 | 1 | 0 | 1 | 0 | 1 |
FloatAngle(double, AngleUnit) | | 100% | | n/a | 0 | 1 | 0 | 2 | 0 | 1 |
instantiateRel(float, AngleUnit) | | 100% | | n/a | 0 | 1 | 0 | 1 | 0 | 1 |
FloatAngle(float, AngleUnit) | | 100% | | n/a | 0 | 1 | 0 | 2 | 0 | 1 |
FloatAngle(FloatAngle) | | 100% | | n/a | 0 | 1 | 0 | 2 | 0 | 1 |