Searched refs:FL_DYING (Results 1 – 7 of 7) sorted by relevance
472 ob->flags &= ~FL_DYING; in SetShapeoffset()518 ob->flags |= FL_DYING; in RevivePlayerobj()1256 if (temp->flags & FL_DYING) in BatAttack()3960 (!(tplayer->flags & FL_DYING)) in Move_Player_From_Exit_To_Start()4242 if (!(ob->flags & FL_DYING)) in PlayerMove()4254 ob->flags |= FL_DYING; in PlayerMove()4349 if (ob->flags & FL_DYING) in T_Attack()5698 if (ob->flags & FL_DYING) in CheckPlayerSpecials()5924 if (ob->flags&FL_DYING) in T_Player()5949 if (ob->flags & FL_DYING) in T_Player()[all …]
3482 ob->flags |= FL_DYING; in BeginEnemyFatality()3568 ob->flags |= FL_DYING; in BeginPlayerFatality()4225 if (tactor->flags & FL_DYING) in TurnActorIntoSprite()4324 (ob->flags & FL_DYING) in ActorDeath()4545 ob->flags &= ~FL_DYING; in T_PlayDead()7219 if (temp->flags & FL_DYING) in PushWallMove()7360 if (!(ob->flags & FL_DYING)) in ActorMovement()7773 tactor->flags |= FL_DYING; in T_BoulderDrop()7808 if (ob->flags & FL_DYING) in CheckCrush()9268 head->flags |= FL_DYING; in T_NME_Explode()[all …]
175 (!(ob->flags & FL_DYING)) \
457 #define FL_DYING 0x1000 macro
103 { if ((ob->obclass == playerobj) && (ob->flags & FL_DYING)) \
4196 dummy->flags &= ~FL_DYING; in Died()4215 dummy->flags &= ~FL_DYING; in Died()
2601 if (!(ob->flags&FL_DYING)) in ControlPlayerObj()