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Searched defs:florhit (Results 1 – 25 of 27) sorted by relevance

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/dports/games/NBlood/NBlood-a1689a4/source/sw/src/
H A Drooms.cpp370 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()
H A Dactor.cpp588 int ceilz,ceilhit,florz,florhit; in KeepActorOnFloor() local
H A Dsprite.cpp4709 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
H A Ddraw.cpp235 int ceilhit, florhit; in DoShadowFindGroundPoint() local
H A Dplayer.cpp2350 int ceilhit, florhit; in DoPlayerZrange() local
H A Dweapon.cpp12030 int ceilhit, florhit; in DoFindGround() local
12089 int ceilhit, florhit; in DoFindGroundPoint() local
/dports/games/jfsw/jfsw-c434002/src/
H A Drooms.c383 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()
H A Dactor.c591 int ceilz,ceilhit,florz,florhit; in KeepActorOnFloor() local
H A Dsprite.c4731 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
H A Ddraw.c240 int ceilhit, florhit; in DoShadowFindGroundPoint() local
H A Dplayer.c2258 int ceilhit, florhit; in DoPlayerZrange() local
2575 int i, ceilhit, florhit; in DoPlayerMove() local
H A Dweapon.c12231 int ceilhit, florhit; in DoFindGround() local
12291 int ceilhit, florhit; in DoFindGroundPoint() local
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/
H A Dgameexec.cpp370 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
H A Dm32exec.cpp1885 int32_t ceilz, ceilhit, florz, florhit; in VM_Execute() local
/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/
H A Dgameexec.cpp369 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
H A Dactors.h136 uint16_t florhit, lzsum; // 4b member
H A Dactors.cpp460 int32_t *ceilhit, int32_t *florhit) in A_CheckNeedZUpdate()
636 int32_t ceilhit, florhit; in A_MoveSpriteClipdist() local
H A Dm32exec.cpp1889 int32_t ceilz, ceilhit, florz, florhit; in VM_Execute() local
/dports/games/NBlood/NBlood-a1689a4/source/blood/src/
H A Dplayer.cpp1629 int florhit = gSpriteHit[pSprite->extra].florhit & 0xc000; in ProcessInput() local
H A Ddb.h275 int hit, ceilhit, florhit; member
H A Dm32exec.cpp1889 int32_t ceilz, ceilhit, florz, florhit; in VM_Execute() local
H A Dview.cpp532 int florhit = predict.at75.florhit & 0xc000; in fakeProcessInput() local
/dports/games/NBlood/NBlood-a1689a4/source/build/src/
H A Dclip.cpp1815 int32_t *ceilz, int32_t *ceilhit, int32_t *florz, int32_t *florhit, in getzrange()
/dports/games/NBlood/NBlood-a1689a4/source/build/include/
H A Dbuild.h1720 int32_t *florhit, int32_t walldist, uint32_t cliptype) in getzrange_old()
/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/enginerr/
H A DENGINE.C6163 long *ceilz, long *ceilhit, long *florz, long *florhit, in getzrange()

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