/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | m32vars.cpp | 133 void Gv_NewVar(const char *pszLabel, intptr_t lValue, uint32_t dwFlags) in Gv_NewVar() function 528 Gv_NewVar("wall", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); in Gv_AddSystemVars() 535 Gv_NewVar("I", 0, GAMEVAR_READONLY | GAMEVAR_SYSTEM); // THISACTOR in Gv_AddSystemVars() 537 Gv_NewVar("LOTAG", 0, GAMEVAR_SYSTEM); in Gv_AddSystemVars() 538 Gv_NewVar("HITAG", 0, GAMEVAR_SYSTEM); in Gv_AddSystemVars() 539 Gv_NewVar("TEXTURE", 0, GAMEVAR_SYSTEM); in Gv_AddSystemVars() 574 Gv_NewVar("posx",(intptr_t)&pos.x, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); in Gv_AddSystemVars() 575 Gv_NewVar("posy",(intptr_t)&pos.y, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); in Gv_AddSystemVars() 576 Gv_NewVar("posz",(intptr_t)&pos.z, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); in Gv_AddSystemVars() 577 Gv_NewVar("ang",(intptr_t)&ang, GAMEVAR_SHORTPTR | GAMEVAR_SYSTEM); in Gv_AddSystemVars() [all …]
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H A D | gamevars.cpp | 692 void Gv_NewVar(const char *pszLabel, intptr_t lValue, uint32_t dwFlags) in Gv_NewVar() function 1333 Gv_NewVar("sprite", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); in Gv_AddSystemVars() 1334 Gv_NewVar("__sprite__", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); in Gv_AddSystemVars() 1335 Gv_NewVar("__actor__", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); in Gv_AddSystemVars() 1336 Gv_NewVar("__spriteext__", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); in Gv_AddSystemVars() 1337 Gv_NewVar("sector", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); in Gv_AddSystemVars() 1338 Gv_NewVar("__sector__", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); in Gv_AddSystemVars() 1339 Gv_NewVar("wall", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); in Gv_AddSystemVars() 1340 Gv_NewVar("__wall__", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); in Gv_AddSystemVars() 1341 Gv_NewVar("player", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); in Gv_AddSystemVars() [all …]
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H A D | gamevars.h | 160 void Gv_NewVar(const char *pszLabel,intptr_t lValue,uint32_t dwFlags);
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H A D | m32def.cpp | 2531 Gv_NewVar(tlabel, *(g_scriptPtr-2), *(g_scriptPtr-1)); in C_ParseCommand()
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H A D | gamedef.cpp | 2672 Gv_NewVar(LAST_LABEL, defaultValue, varFlags); in C_ParseCommand()
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/dports/games/NBlood/NBlood-a1689a4/source/blood/src/ |
H A D | m32vars.cpp | 133 void Gv_NewVar(const char *pszLabel, intptr_t lValue, uint32_t dwFlags) in Gv_NewVar() function 528 Gv_NewVar("wall", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); in Gv_AddSystemVars() 535 Gv_NewVar("I", 0, GAMEVAR_READONLY | GAMEVAR_SYSTEM); // THISACTOR in Gv_AddSystemVars() 537 Gv_NewVar("LOTAG", 0, GAMEVAR_SYSTEM); in Gv_AddSystemVars() 538 Gv_NewVar("HITAG", 0, GAMEVAR_SYSTEM); in Gv_AddSystemVars() 539 Gv_NewVar("TEXTURE", 0, GAMEVAR_SYSTEM); in Gv_AddSystemVars() 574 Gv_NewVar("posx",(intptr_t)&pos.x, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); in Gv_AddSystemVars() 575 Gv_NewVar("posy",(intptr_t)&pos.y, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); in Gv_AddSystemVars() 576 Gv_NewVar("posz",(intptr_t)&pos.z, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); in Gv_AddSystemVars() 577 Gv_NewVar("ang",(intptr_t)&ang, GAMEVAR_SHORTPTR | GAMEVAR_SYSTEM); in Gv_AddSystemVars() [all …]
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H A D | m32def.cpp | 2527 Gv_NewVar(tlabel, *(g_scriptPtr-2), *(g_scriptPtr-1)); in C_ParseCommand()
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/ |
H A D | m32vars.cpp | 133 void Gv_NewVar(const char *pszLabel, intptr_t lValue, uint32_t dwFlags) in Gv_NewVar() function 525 Gv_NewVar("wall", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); in Gv_AddSystemVars() 532 Gv_NewVar("I", 0, GAMEVAR_READONLY | GAMEVAR_SYSTEM); // THISACTOR in Gv_AddSystemVars() 534 Gv_NewVar("LOTAG", 0, GAMEVAR_SYSTEM); in Gv_AddSystemVars() 535 Gv_NewVar("HITAG", 0, GAMEVAR_SYSTEM); in Gv_AddSystemVars() 536 Gv_NewVar("TEXTURE", 0, GAMEVAR_SYSTEM); in Gv_AddSystemVars() 571 Gv_NewVar("posx",(intptr_t)&pos.x, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); in Gv_AddSystemVars() 572 Gv_NewVar("posy",(intptr_t)&pos.y, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); in Gv_AddSystemVars() 573 Gv_NewVar("posz",(intptr_t)&pos.z, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); in Gv_AddSystemVars() 574 Gv_NewVar("ang",(intptr_t)&ang, GAMEVAR_SHORTPTR | GAMEVAR_SYSTEM); in Gv_AddSystemVars() [all …]
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H A D | gamevars.cpp | 264 void Gv_NewVar(const char *pszLabel, intptr_t lValue, uint32_t dwFlags) in Gv_NewVar() function 662 Gv_NewVar(aszBuf, weapondefaults[Weapidx].Membname, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); \ 747 …Gv_NewVar("COOP", (intptr_t)&ud.coop, GAMEVAR_SYSTEM | GAMEV… in Gv_AddSystemVars() 748 …Gv_NewVar("FFIRE", (intptr_t)&ud.ffire, GAMEVAR_SYSTEM | GAMEV… in Gv_AddSystemVars() 750 …Gv_NewVar("MARKER", (intptr_t)&ud.marker, GAMEVAR_SYSTEM | GAMEV… in Gv_AddSystemVars() 751 …Gv_NewVar("MONSTERS_OFF", (intptr_t)&ud.monsters_off, GAMEVAR_SYSTEM | GAMEV… in Gv_AddSystemVars() 752 …Gv_NewVar("MULTIMODE", (intptr_t)&ud.multimode, GAMEVAR_SYSTEM | GAMEV… in Gv_AddSystemVars() 753 …Gv_NewVar("RESPAWN_INVENTORY", (intptr_t)&ud.respawn_inventory, GAMEVAR_SYSTEM | GAMEV… in Gv_AddSystemVars() 754 …Gv_NewVar("RESPAWN_ITEMS", (intptr_t)&ud.respawn_items, GAMEVAR_SYSTEM | GAMEV… in Gv_AddSystemVars() 755 …Gv_NewVar("RESPAWN_MONSTERS", (intptr_t)&ud.respawn_monsters, GAMEVAR_SYSTEM | GAMEV… in Gv_AddSystemVars() [all …]
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H A D | gamevars.h | 92 void Gv_NewVar(const char *pszLabel,intptr_t lValue,uint32_t dwFlags);
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H A D | gamedef.cpp | 1385 Gv_NewVar(LAST_LABEL, defaultValue, varFlags); in C_ParseCommand()
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H A D | m32def.cpp | 2523 Gv_NewVar(tlabel, *(g_scriptPtr-2), *(g_scriptPtr-1)); in C_ParseCommand()
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/dports/games/NBlood/NBlood-a1689a4/source/build/include/ |
H A D | m32script.h | 48 void Gv_NewVar(const char *pszLabel, intptr_t lValue, uint32_t dwFlags);
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