/dports/games/NBlood/NBlood-a1689a4/source/rr/src/n64/ |
H A D | reality_player.cpp | 271 … HANDHOLDINGLASER + (pSprite->access_incs >> 3), accessShade, DRAWEAP_CENTER, accessPal); in RT_P_DisplayAccess() 448 … weaponY + 237 - weaponYOffset, HANDHOLDINGLASER + 3, weaponShade, weaponBits, weaponPal); in RT_P_DisplayWeapon() 451 … HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits, weaponPal); in RT_P_DisplayWeapon() 454 …weaponY + 249 - weaponYOffset, HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits |… in RT_P_DisplayWeapon() 1289 A_Shoot(pPlayer->i, HANDHOLDINGLASER); in RT_P_ProcessWeapon()
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/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | names.h | 571 #define HANDHOLDINGLASER 2563 macro
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H A D | premap.cpp | 196 for (int j=HANDHOLDINGLASER; j<=HANDHOLDINGLASER+4; j++) tloadtile(j,1); in cacheTilesForSprite()
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H A D | namesdyn.cpp | 294 { "HANDHOLDINGLASER", DVPTR(HANDHOLDINGLASER), HANDHOLDINGLASER__STATIC }, 922 int32_t HANDHOLDINGLASER = HANDHOLDINGLASER__STATIC; variable
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H A D | namesdyn.h | 915 extern int32_t HANDHOLDINGLASER;
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H A D | player.cpp | 2215 …int const accessTile = accessMode ? HANDHOLDINGLASER + (pSprite->access_incs >> 3) : HANDHOLDINGA… in P_DisplayAccess() 2367 … weaponY + 234 - weaponYOffset, HANDHOLDINGLASER + 3, weaponShade, weaponBits, weaponPal); in P_DisplayWeapon() 2370 … HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits, weaponPal); in P_DisplayWeapon() 2373 …weaponY + 249 - weaponYOffset, HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits |… in P_DisplayWeapon()
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H A D | gamevars.cpp | 1250 case HANDHOLDINGLASER__STATIC: return HANDHOLDINGLASER; in G_StaticToDynamicTile()
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/ |
H A D | names.h | 571 #define HANDHOLDINGLASER 2563 macro
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H A D | gamevars.cpp | 615 case HANDHOLDINGLASER__STATIC: return HANDHOLDINGLASER; in G_StaticToDynamicTile()
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H A D | premap.cpp | 325 for (j=HANDHOLDINGLASER; j<=HANDHOLDINGLASER+4; j++) tloadtile(j,1); in G_CacheSpriteNum()
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H A D | player.cpp | 2099 … HANDHOLDINGLASER + (pSprite->access_incs >> 3), accessShade, DRAWEAP_CENTER, accessPal); in P_DisplayAccess() 2816 … weaponY + 234 - weaponYOffset, HANDHOLDINGLASER + 3, weaponShade, weaponBits, weaponPal); in P_DisplayWeapon() 2819 … HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits, weaponPal); in P_DisplayWeapon() 2822 …weaponY + 249 - weaponYOffset, HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits |… in P_DisplayWeapon() 7034 A_Shoot(pPlayer->i, HANDHOLDINGLASER); in P_ProcessWeapon()
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H A D | namesdyn.cpp | 599 …{ "HANDHOLDINGLASER", DVPTR(HANDHOLDINGLASER), HANDHOLDINGLASER__STATIC, HANDHOLDINGLASER__STATICR… 2051 int32_t HANDHOLDINGLASER = HANDHOLDINGLASER__STATIC; variable
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H A D | namesdyn.h | 2717 extern int32_t HANDHOLDINGLASER;
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/dports/games/NBlood/NBlood-a1689a4/package/sdk/ |
H A D | names.h | 571 #define HANDHOLDINGLASER 2563 macro
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/dports/games/NBlood/NBlood-a1689a4/package/sdk/samples/ |
H A D | weapons.sample.con | 374 setvar hud_tilenum HANDHOLDINGLASER 390 addvar hud_tilenum HANDHOLDINGLASER
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/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/ |
H A D | NAMES.H | 535 #define HANDHOLDINGLASER 1732 macro
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H A D | player2.c | 207 …s_incs]>>2),looking_arc+266-((ps[snum].horiz-ps[snum].horizoff)>>4),HANDHOLDINGLASER+(ps[snum].acc…
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