/dports/games/NBlood/NBlood-a1689a4/source/sw/src/ |
H A D | rooms.cpp | 370 SWBOOL SectorZadjust(int ceilhit, int32_t* hiz, short florhit, int32_t* loz) in SectorZadjust() 484 void WaterAdjust(short florhit, int32_t* loz) in WaterAdjust() 503 int32_t* loz, int32_t* florhit, in FAFgetzrange() 574 int32_t* loz, int32_t* florhit) in FAFgetzrangepoint()
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H A D | actor.cpp | 588 int ceilz,ceilhit,florz,florhit; in KeepActorOnFloor() local
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H A D | sprite.cpp | 4709 int32_t* ceilz, int32_t* ceilhit, int32_t* florz, int32_t* florhit) in getzrangepoint() 4837 int ceilhit, florhit; in DoActorZrange() local 4917 int ceilhit, florhit, hiz, loz; in ActorDrop() local
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H A D | draw.cpp | 235 int ceilhit, florhit; in DoShadowFindGroundPoint() local
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H A D | player.cpp | 2350 int ceilhit, florhit; in DoPlayerZrange() local
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H A D | weapon.cpp | 12030 int ceilhit, florhit; in DoFindGround() local 12089 int ceilhit, florhit; in DoFindGroundPoint() local
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/dports/games/jfsw/jfsw-c434002/src/ |
H A D | rooms.c | 383 BOOL SectorZadjust(int ceilhit, LONGp hiz, short florhit, LONGp loz) in SectorZadjust() 497 VOID WaterAdjust(short florhit, LONGp loz) in WaterAdjust() 516 LONGp loz, LONGp florhit, in FAFgetzrange() 589 LONGp loz, LONGp florhit) in FAFgetzrangepoint()
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H A D | actor.c | 591 int ceilz,ceilhit,florz,florhit; in KeepActorOnFloor() local
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H A D | sprite.c | 4731 LONGp ceilz, LONGp ceilhit, LONGp florz, LONGp florhit) in getzrangepoint() 4859 int ceilhit, florhit; in DoActorZrange() local 4941 int ceilhit, florhit, hiz, loz; in ActorDrop() local
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H A D | draw.c | 240 int ceilhit, florhit; in DoShadowFindGroundPoint() local
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H A D | player.c | 2258 int ceilhit, florhit; in DoPlayerZrange() local 2575 int i, ceilhit, florhit; in DoPlayerMove() local
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H A D | weapon.c | 12231 int ceilhit, florhit; in DoFindGround() local 12291 int ceilhit, florhit; in DoFindGroundPoint() local
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/ |
H A D | gameexec.cpp | 370 static void VM_GetZRange(int const spriteNum, int32_t * const ceilhit, int32_t * const florhit, int… in VM_GetZRange() 382 int32_t ceilhit, florhit; in A_GetZLimits() local 439 int32_t ceilhit, florhit; in A_Fall() local 505 int32_t ceilhit, florhit; in A_FallBomb() local
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H A D | m32exec.cpp | 1885 int32_t ceilz, ceilhit, florz, florhit; in VM_Execute() local
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/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | gameexec.cpp | 369 void VM_GetZRange(int const spriteNum, int32_t* const ceilhit, int32_t* const florhit, int const wa… in VM_GetZRange() 396 int32_t ceilhit = 0, florhit = actor[spriteNum].florhit; in A_GetZLimits() local 451 int32_t ceilhit, florhit; in A_Fall() local 4509 int32_t ceilz, ceilhit, florz, florhit; local
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H A D | actors.h | 136 uint16_t florhit, lzsum; // 4b member
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H A D | actors.cpp | 460 int32_t *ceilhit, int32_t *florhit) in A_CheckNeedZUpdate() 636 int32_t ceilhit, florhit; in A_MoveSpriteClipdist() local
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H A D | m32exec.cpp | 1889 int32_t ceilz, ceilhit, florz, florhit; in VM_Execute() local
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/dports/games/NBlood/NBlood-a1689a4/source/blood/src/ |
H A D | player.cpp | 1629 int florhit = gSpriteHit[pSprite->extra].florhit & 0xc000; in ProcessInput() local
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H A D | db.h | 275 int hit, ceilhit, florhit; member
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H A D | m32exec.cpp | 1889 int32_t ceilz, ceilhit, florz, florhit; in VM_Execute() local
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H A D | view.cpp | 532 int florhit = predict.at75.florhit & 0xc000; in fakeProcessInput() local
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/dports/games/NBlood/NBlood-a1689a4/source/build/src/ |
H A D | clip.cpp | 1815 int32_t *ceilz, int32_t *ceilhit, int32_t *florz, int32_t *florhit, in getzrange()
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/dports/games/NBlood/NBlood-a1689a4/source/build/include/ |
H A D | build.h | 1720 int32_t *florhit, int32_t walldist, uint32_t cliptype) in getzrange_old()
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/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/enginerr/ |
H A D | ENGINE.C | 6163 long *ceilz, long *ceilhit, long *florz, long *florhit, in getzrange()
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