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Searched defs:ceilZ (Results 1 – 20 of 20) sorted by relevance

/dports/games/NBlood/NBlood-a1689a4/source/blood/src/
H A Dgib.cpp267 int32_t ceilZ, floorZ; in gibCalcWallArea() local
300 int32_t ceilZ, floorZ; in GibFX() local
387 int32_t ceilZ, floorZ; in GibThing() local
491 int32_t ceilZ, floorZ; in GibWall() local
H A Dcallback.cpp400 int ceilZ, ceilHit, floorZ, floorHit; in fxBloodBits() local
445 spritetype* pSprite = &sprite[nSprite]; int ceilZ, ceilHit, floorZ, floorHit; in fxBouncingSleeve() local
547 int ceilZ, ceilHit, floorZ, floorHit; in fxPodBloodSplat() local
H A Dfx.cpp248 int32_t floorZ, ceilZ; in fxProcess() local
H A Dmap2d.cpp150 int ceilZ, ceilHit, floorZ, floorHit; in sub_2541C() local
H A Dgameutil.cpp679 void GetZRange(spritetype *pSprite, int *ceilZ, int *ceilHit, int *floorZ, int *floorHit, int nDist… in GetZRange()
724 void GetZRangeAtXYZ(int x, int y, int z, int nSector, int *ceilZ, int *ceilHit, int *floorZ, int *f… in GetZRangeAtXYZ()
H A Dactor.cpp4419 int ceilZ, ceilHit, floorZ, floorHit; in MoveThing() local
4711 int ceilZ, ceilHit, floorZ, floorHit; in MoveDude() local
5220 int ceilZ, ceilHit, floorZ, floorHit; in MoveMissile() local
H A Dtriggers.cpp1898 int ceilZ = pSector->ceilingz; in ProcessMotion() local
H A Dnnexts.cpp1300 int ceilZ, ceilHit, floorZ, floorHit; in debrisMove() local
2702 int32_t ceilZ, floorZ; in useSeqSpawnerGen() local
H A Dview.cpp752 int ceilZ, ceilHit, floorZ, floorHit; in fakeMoveDude() local
/dports/games/NBlood/NBlood-a1689a4/source/exhumed/src/
H A Dmap.cpp308 int ceilZ, ceilHit, floorZ, floorHit; in G_DrawOverheadMap() local
H A Dobject.cpp712 int ceilZ = sector[nSector].ceilingz; in FuncElev() local
/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/
H A Dplayer.cpp4667 static void P_DoWater(int const playerNum, int const playerBits, int const floorZ, int const ceilZ) in P_DoWater()
4789 static void P_Dead(int const playerNum, int const sectorLotag, int const floorZ, int const ceilZ) in P_Dead()
4838 static void P_ClampZ(DukePlayer_t* const pPlayer, int const sectorLotag, int32_t const ceilZ, int32… in P_ClampZ()
4902 int32_t floorZ, ceilZ, highZhit, lowZhit; in P_ProcessInput() local
H A Dactors.cpp362 int32_t floorZ, ceilZ; in A_RadiusDamage() local
5762 int32_t floorZ, ceilZ; in G_MoveMisc() local
7114 int32_t floorZ, ceilZ; in G_MoveEffectors() local
7135 int32_t floorZ, ceilZ; in G_MoveEffectors() local
H A Dgame.cpp856 int32_t floorZ, ceilZ; in G_DrawRooms() local
H A Dgameexec.cpp219 int32_t ceilZ = pSector->ceilingz; in VM_CheckSquished() local
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/
H A Dplayer.cpp7227 static void P_DoWater(int const playerNum, int const playerBits, int const floorZ, int const ceilZ) in P_DoWater()
7339 static void P_Dead(int const playerNum, int const sectorLotag, int const floorZ, int const ceilZ) in P_Dead()
8025 int32_t floorZ, ceilZ, highZhit, lowZhit; in P_ProcessInput() local
9495 int32_t floorZ, ceilZ, highZhit, lowZhit; in P_DHProcessInput() local
H A Dgameexec.cpp228 int32_t ceilZ = pSector->ceilingz; in VM_CheckSquished() local
H A Dnet.cpp688 int32_t floorZ, ceilZ, highZhit, lowZhit; in Net_DoPrediction() local
H A Dgame.cpp1037 int32_t floorZ, ceilZ; in G_DrawRooms() local
H A Dactors.cpp6813 int32_t floorZ, ceilZ; in G_MoveMisc() local