/dports/games/NBlood/NBlood-a1689a4/source/blood/src/ |
H A D | gib.cpp | 267 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
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H A D | callback.cpp | 400 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
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H A D | fx.cpp | 248 int32_t floorZ, ceilZ; in fxProcess() local
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H A D | map2d.cpp | 150 int ceilZ, ceilHit, floorZ, floorHit; in sub_2541C() local
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H A D | gameutil.cpp | 679 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()
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H A D | actor.cpp | 4419 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
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H A D | triggers.cpp | 1898 int ceilZ = pSector->ceilingz; in ProcessMotion() local
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H A D | nnexts.cpp | 1300 int ceilZ, ceilHit, floorZ, floorHit; in debrisMove() local 2702 int32_t ceilZ, floorZ; in useSeqSpawnerGen() local
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H A D | view.cpp | 752 int ceilZ, ceilHit, floorZ, floorHit; in fakeMoveDude() local
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/dports/games/NBlood/NBlood-a1689a4/source/exhumed/src/ |
H A D | map.cpp | 308 int ceilZ, ceilHit, floorZ, floorHit; in G_DrawOverheadMap() local
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H A D | object.cpp | 712 int ceilZ = sector[nSector].ceilingz; in FuncElev() local
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/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | player.cpp | 4667 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
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H A D | actors.cpp | 362 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
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H A D | game.cpp | 856 int32_t floorZ, ceilZ; in G_DrawRooms() local
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H A D | gameexec.cpp | 219 int32_t ceilZ = pSector->ceilingz; in VM_CheckSquished() local
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/ |
H A D | player.cpp | 7227 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
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H A D | gameexec.cpp | 228 int32_t ceilZ = pSector->ceilingz; in VM_CheckSquished() local
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H A D | net.cpp | 688 int32_t floorZ, ceilZ, highZhit, lowZhit; in Net_DoPrediction() local
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H A D | game.cpp | 1037 int32_t floorZ, ceilZ; in G_DrawRooms() local
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H A D | actors.cpp | 6813 int32_t floorZ, ceilZ; in G_MoveMisc() local
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