Searched refs:quaketime (Results 51 – 69 of 69) sorted by relevance
123
179 game.quaketime = 20; in Run()
466 game.quaketime = 2; in run_defeat()
568 game.quaketime = 2; in run_defeat()
1039 if (game.quaketime) in map_scroll_do()1081 game.quaketime--; in map_scroll_do()
716 (*pretvar)->lVal = (LONG)handle->quaketime; in openbor_get_level_property()1416 handle->quaketime = temp_int; in openbor_set_level_property()
347 game.quaketime = 20; in ai_sunstone()
1128 game.quaketime = 10; in ai_quake()
933 case OP_QUA: s->nod_delay = game.quaketime = parm[0]; break; in ExecScript()
382 game.quaketime = 20; in ai_sunstone()
1588 u32 quaketime; member
8596 level->quaketime = 0; in unload_level()20046 if(level->quake!=0 && time>=level->quaketime){ in draw_scrolled_bg()20048 level->quaketime = time + (GAME_SPEED/25); in draw_scrolled_bg()
1613 u32 quaketime;
8722 level->quaketime = 0; in unload_level()20292 if(time>=level->quaketime){ in update_scrolled_bg()20294 level->quaketime = time + (GAME_SPEED/25); in update_scrolled_bg()
1641 u32 quaketime; member
12021 level->quaketime = 0; in unload_level()27615 if(time >= level->quaketime) in update_scrolled_bg()27618 level->quaketime = time + (GAME_SPEED / 25); in update_scrolled_bg()
2409 u32 quaketime; member
13793 level->quaketime = 0; in unload_level()31145 if(time >= level->quaketime) in update_scrolled_bg()31148 level->quaketime = time + (GAME_SPEED / 25); in update_scrolled_bg()
2920 u32 quaketime; member
14367 level->quaketime = 0; in unload_level()34251 if(_time >= level->quaketime) in update_scrolled_bg()34254 level->quaketime = _time + (GAME_SPEED / 25); in update_scrolled_bg()