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Searched refs:sectnum (Results 201 – 225 of 491) sorted by relevance

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/dports/games/NBlood/NBlood-a1689a4/source/sw/src/
H A Djplayer.cpp457 damysect = sprite[p->PlayerSprite].sectnum; in computergetinput()
473 …(x1,y1,z1-(48<<8),damysect,x2,y2,z2-(48<<8),sprite[Player[goalplayer[snum]].PlayerSprite].sectnum)) in computergetinput()
491 … if (!FAFcansee(x1,y1,z1-(48<<8),damysect,x2,y2,z2-(48<<8),sprite[Player[i].PlayerSprite].sectnum)) in computergetinput()
560 hitscan((vec3_t *)&sprite[j],sprite[j].sectnum, in computergetinput()
572 …,y1,z1-(24<<8),damysect,x2,y2,z2-(24<<8),sprite[Player[goalplayer[snum]].PlayerSprite].sectnum)) || in computergetinput()
573 …1,y1,z1-(48<<8),damysect,x2,y2,z2-(48<<8),sprite[Player[goalplayer[snum]].PlayerSprite].sectnum)))) in computergetinput()
667 startsect = sprite[p->PlayerSprite].sectnum; in computergetinput()
668 endsect = sprite[Player[goalplayer[snum]].PlayerSprite].sectnum; in computergetinput()
747 j = sprite[sprite[i].owner].sectnum; in computergetinput()
H A Dtrack.cpp329 New = COVERinsertsprite(sp->sectnum, sp->statnum); in TrackClonePoint()
982 if (sop->sector[j] == sp->sectnum) in SectorObjectSetupBounds()
1032 SetupSectorObject(short sectnum, short tag) in SetupSectorObject() argument
1113 sop->mid_sector = sectnum; in SetupSectorObject()
1119 sop->track = HIGH_TAG(sectnum); in SetupSectorObject()
1405 sector[sectnum].lotag = 0; in SetupSectorObject()
1406 sector[sectnum].hitag = 0; in SetupSectorObject()
2300 short sectnum; in CallbackSOsink() local
2301 for (sectnum = 0; sectnum < numsectors; sectnum++) in CallbackSOsink()
2303 if (sectnum == dest_sector) in CallbackSOsink()
[all …]
H A Dvis.h29 int SpawnVis(short Parent, short sectnum, int x, int y, int z, int amt);
H A Dmclip.cpp404 int testquadinsect(int *point_num, vec2_t const * q, short sectnum) in testquadinsect() argument
412 if (!inside(q[i].x, q[i].y, sectnum)) in testquadinsect()
426 if (!cansee(q[i].x, q[i].y,0x3fffffff, sectnum, in testquadinsect()
427 q[next_i].x, q[next_i].y,0x3fffffff, sectnum)) in testquadinsect()
429 …led, x1 %d, y1 %d, x2 %d, y2 %d, sectnum %d",i, q[i].x, q[i].y, q[next_i].x, q[next_i].y, sectnum); in testquadinsect()
H A Dslidor.h32 void InterpSectorSprites(short sectnum, SWBOOL state);
H A Dcoolie.cpp484 short sectnum = u->lo_sectp - sector; in EnemyDefaults() local
486 if (SectUser[sectnum] && TEST(u->lo_sectp->extra, SECTFX_SINK)) in EnemyDefaults()
488 depth = SectUser[sectnum]->depth; in EnemyDefaults()
492 TRAVERSE_SPRITE_SECT(headspritesect[sectnum],i,nexti) in EnemyDefaults()
/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/
H A DDUKE3D.H124 …EGS(s->sectnum,s->x+(r7&255)-128,s->y+(r6&255)-128,s->z-(8<<8)-(r5&8191),SCRAP6+(r4&15),-8,16,16,r…
127 #define RANDOMSCRAP EGS(s->sectnum,s->x+(TRAND&255)-128,s->y+(TRAND&255)-128,s->z-(8<<8)-(TRAND&…
193 #define SECT sprite[i].sectnum
258 #define IFHITSECT j=ifhitsectors(s->sectnum);if(j >= 0)
497 extern char inspace(short sectnum);
H A Dplayer1.c284 cans = cansee(SX,SY,SZ-(32<<8),SECT,s->x,s->y,s->z-(32<<8),s->sectnum); in aim()
310 sect = s->sectnum; in shoot()
390 if (sprite[ii].sectnum == hitsect && sprite[ii].picnum == SECTOREFFECTOR in shoot()
398 nz = sector[sprite[sprite[ii].owner].sectnum].floorz; in shoot()
402 nz = sector[sprite[sprite[ii].owner].sectnum].ceilingz; in shoot()
404 hitscan(nx,ny,nz,sprite[sprite[ii].owner].sectnum, in shoot()
598 if (sprite[ii].sectnum == hitsect && sprite[ii].picnum == SECTOREFFECTOR in shoot()
606 nz = sector[sprite[sprite[ii].owner].sectnum].floorz; in shoot()
610 nz = sector[sprite[sprite[ii].owner].sectnum].ceilingz; in shoot()
612 hitscan(nx,ny,nz,sprite[sprite[ii].owner].sectnum, in shoot()
H A Dsector1.c100 if ( s->sectnum == animatesect[j] ) in check_activator_motion()
106 if(s->sectnum == sprite[j].sectnum) in check_activator_motion()
323 if( sprite[ps[i].i].sectnum == sect ) return i; in checkcursectnums()
634 sn = sprite[s].sectnum; in activatewarpelevators()
871 if(sprite[ii].sectnum == sn) in operatesectors()
1091 if( (sprite[j].lotag) == 15 && sprite[j].sectnum == sn ) in operatesectors()
1123 if( (sprite[j].lotag&0xff)==20 && sprite[j].sectnum == sn) //Bridge in operatesectors()
/dports/games/NBlood/NBlood-a1689a4/source/blood/src/
H A Daiinnoc.cpp103 …get->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSp… in thinkChase()
H A Daighost.cpp171 if (cansee(x, y, z, pSprite->sectnum, x2, y2, z2, pSprite2->sectnum)) in BlastSeqCallback()
236 int nSector = pPlayer->pSprite->sectnum; in thinkTarget()
242 …pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum)) in thinkTarget()
387 …get->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSp… in thinkChase()
392 int floorZ = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y); in thinkChase()
H A Daipod.cpp165 …sub_2A620(nSprite, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, nDist, 1, 5*(1+gGameOptio… in sub_70284()
253 …get->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSp… in sub_704D8()
H A Daihand.cpp124 …get->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSp… in thinkChase()
H A Dwarp.h28 short sectnum, ang; member
H A Dplayer.cpp808 if (IsUnderwaterSector(pSprite->sectnum)) in playerStart()
1210 int nSector = pSprite->sectnum; in CheckPickUp()
1236 || cansee(x, y, z, nSector, pItem->x, pItem->y, top, pItem->sectnum) in CheckPickUp()
1237 || cansee(x, y, z, nSector, pItem->x, pItem->y, bottom, pItem->sectnum)) in CheckPickUp()
1312 *a2 = pSprite->sectnum; in ActionScan()
1628 int nSector = pSprite->sectnum; in ProcessInput()
1722 short nSector = pSprite->sectnum; in playerProcess()
1725 if (pSprite->sectnum != nSector) in playerProcess()
1729 nSector = pSprite->sectnum; in playerProcess()
1800 int nSector = pSprite->sectnum; in playerProcess()
[all …]
/dports/games/jfsw/jfsw-c434002/src/
H A Dtrack.c329 new = COVERinsertsprite(sp->sectnum, sp->statnum); in TrackClonePoint()
978 if (sop->sector[j] == sp->sectnum) in SectorObjectSetupBounds()
1028 SetupSectorObject(short sectnum, short tag) in SetupSectorObject() argument
1110 sop->mid_sector = sectnum; in SetupSectorObject()
1116 sop->track = HIGH_TAG(sectnum); in SetupSectorObject()
1403 sector[sectnum].lotag = 0; in SetupSectorObject()
1404 sector[sectnum].hitag = 0; in SetupSectorObject()
2294 short sectnum; in CallbackSOsink() local
2295 for (sectnum = 0; sectnum < numsectors; sectnum++) in CallbackSOsink()
2297 if (sectnum == dest_sector) in CallbackSOsink()
[all …]
H A Dvis.h29 int SpawnVis(short Parent, short sectnum, int x, int y, int z, int amt);
H A Dmclip.c405 int testquadinsect(int *point_num, int qx[], int qy[], short sectnum) in testquadinsect() argument
413 if (!inside(qx[i], qy[i], sectnum)) in testquadinsect()
427 if (!cansee(qx[i], qy[i],0x3fffffff, sectnum, in testquadinsect()
428 qx[next_i], qy[next_i],0x3fffffff, sectnum)) in testquadinsect()
430 … failed, x1 %d, y1 %d, x2 %d, y2 %d, sectnum %d",i, qx[i], qy[i], qx[next_i], qy[next_i], sectnum); in testquadinsect()
H A Dslidor.h32 VOID InterpSectorSprites(short sectnum, BOOL state);
H A Dcoolie.c482 short sectnum = u->lo_sectp - sector; in EnemyDefaults() local
484 if (SectUser[sectnum] && TEST(u->lo_sectp->extra, SECTFX_SINK)) in EnemyDefaults()
486 depth = SectUser[sectnum]->depth; in EnemyDefaults()
490 TRAVERSE_SPRITE_SECT(headspritesect[sectnum],i,nexti) in EnemyDefaults()
H A Dwallmove.c179 if (cansee(wp->x,wp->y,wp->z,wp->sectnum,sp->x,sp->y,sp->z,sp->sectnum)) in CanSeeWallMove()
/dports/games/NBlood/NBlood-a1689a4/source/kenbuild/src/
H A Dgame.cpp1626 void checktouchsprite(short snum, short sectnum) in checktouchsprite() argument
1630 if ((sectnum < 0) || (sectnum >= numsectors)) return; in checktouchsprite()
1743 if ((sectnum < 0) || (sectnum >= numsectors)) return; in checkgrabbertouchsprite()
2462 osectnum = sprite[i].sectnum; in statuslistcode()
2469 if ((sprite[i].sectnum != osectnum) && (sector[sprite[i].sectnum].lotag == 10)) in statuslistcode()
2569 osectnum = sprite[i].sectnum; in statuslistcode()
2572 if ((sprite[i].sectnum != osectnum) && (sector[sprite[i].sectnum].lotag == 10)) in statuslistcode()
2646 osectnum = sprite[i].sectnum; in statuslistcode()
2648 if ((sprite[i].sectnum != osectnum) && (sector[sprite[i].sectnum].lotag == 10)) in statuslistcode()
2716 j = sprite[i].sectnum; in statuslistcode()
[all …]
/dports/games/jfsw/jfsw-c434002/jfbuild/kenbuild/
H A Dgame.c1635 if ((sectnum < 0) || (sectnum >= numsectors)) return;
1740 if ((sectnum < 0) || (sectnum >= numsectors)) return;
2428 osectnum = sprite[i].sectnum;
2435 if ((sprite[i].sectnum != osectnum) && (sector[sprite[i].sectnum].lotag == 10))
2525 i,sprite[i].sectnum,6,0,0,0);
2535 osectnum = sprite[i].sectnum;
2538 if ((sprite[i].sectnum != osectnum) && (sector[sprite[i].sectnum].lotag == 10))
2612 osectnum = sprite[i].sectnum;
2614 if ((sprite[i].sectnum != osectnum) && (sector[sprite[i].sectnum].lotag == 10))
2672 j = sprite[i].sectnum;
[all …]
/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/
H A Dsector.cpp114 if (pSprite->sectnum == g_animateSect[j]) in G_CheckActivatorMotion()
121 if (pSprite->sectnum == sprite[sectorEffector].sectnum) in G_CheckActivatorMotion()
532 int const sectNum = sprite[spriteNum].sectnum; in G_ActivateWarpElevators()
706 if (sprite[spriteNum].sectnum == sectNum) in G_OperateSectors()
1107 if (sector[sprite[spriteNum].sectnum].lotag < 3) in G_OperateActivators()
1460 sector[sprite[spriteNum].sectnum].floorpal = 0; in P_ActivateSwitch()
3373 if (isanunderoperator(sector[sprite[pPlayer->i].sectnum].lotag))
3374 nearSector = sprite[pPlayer->i].sectnum;
3545 else if ((sector[sprite[pPlayer->i].sectnum].lotag&16384) == 0)
3547 if (isanunderoperator(sector[sprite[pPlayer->i].sectnum].lotag))
[all …]
/dports/games/NBlood/NBlood-a1689a4/source/exhumed/src/
H A Dwasp.cpp121 sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal; in BuildWasp()
274 …t > -1 && (!(sprite[nTarget].cstat & 0x101) || (SectFlag[sprite[nTarget].sectnum] & kSectUnderwate… in FuncWasp()
397 short nSector = sprite[nSprite].sectnum; in FuncWasp()

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