/dports/games/NBlood/NBlood-a1689a4/source/sw/src/ |
H A D | jplayer.cpp | 457 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()
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H A D | track.cpp | 329 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 …]
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H A D | vis.h | 29 int SpawnVis(short Parent, short sectnum, int x, int y, int z, int amt);
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H A D | mclip.cpp | 404 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()
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H A D | slidor.h | 32 void InterpSectorSprites(short sectnum, SWBOOL state);
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H A D | coolie.cpp | 484 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()
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/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/ |
H A D | DUKE3D.H | 124 …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);
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H A D | player1.c | 284 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()
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H A D | sector1.c | 100 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()
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/dports/games/NBlood/NBlood-a1689a4/source/blood/src/ |
H A D | aiinnoc.cpp | 103 …get->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSp… in thinkChase()
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H A D | aighost.cpp | 171 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()
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H A D | aipod.cpp | 165 …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()
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H A D | aihand.cpp | 124 …get->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSp… in thinkChase()
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H A D | warp.h | 28 short sectnum, ang; member
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H A D | player.cpp | 808 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 …]
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/dports/games/jfsw/jfsw-c434002/src/ |
H A D | track.c | 329 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 …]
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H A D | vis.h | 29 int SpawnVis(short Parent, short sectnum, int x, int y, int z, int amt);
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H A D | mclip.c | 405 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()
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H A D | slidor.h | 32 VOID InterpSectorSprites(short sectnum, BOOL state);
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H A D | coolie.c | 482 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()
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H A D | wallmove.c | 179 if (cansee(wp->x,wp->y,wp->z,wp->sectnum,sp->x,sp->y,sp->z,sp->sectnum)) in CanSeeWallMove()
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/dports/games/NBlood/NBlood-a1689a4/source/kenbuild/src/ |
H A D | game.cpp | 1626 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 …]
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/dports/games/jfsw/jfsw-c434002/jfbuild/kenbuild/ |
H A D | game.c | 1635 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 …]
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/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | sector.cpp | 114 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 …]
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/dports/games/NBlood/NBlood-a1689a4/source/exhumed/src/ |
H A D | wasp.cpp | 121 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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