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Searched refs:HANDHOLDINGLASER (Results 1 – 17 of 17) sorted by relevance

/dports/games/NBlood/NBlood-a1689a4/source/rr/src/n64/
H A Dreality_player.cpp271HANDHOLDINGLASER + (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()
451HANDHOLDINGLASER + ((*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()
/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/
H A Dnames.h571 #define HANDHOLDINGLASER 2563 macro
H A Dpremap.cpp196 for (int j=HANDHOLDINGLASER; j<=HANDHOLDINGLASER+4; j++) tloadtile(j,1); in cacheTilesForSprite()
H A Dnamesdyn.cpp294 { "HANDHOLDINGLASER", DVPTR(HANDHOLDINGLASER), HANDHOLDINGLASER__STATIC },
922 int32_t HANDHOLDINGLASER = HANDHOLDINGLASER__STATIC; variable
H A Dnamesdyn.h915 extern int32_t HANDHOLDINGLASER;
H A Dplayer.cpp2215 …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()
2370HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2373 …weaponY + 249 - weaponYOffset, HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits |… in P_DisplayWeapon()
H A Dgamevars.cpp1250 case HANDHOLDINGLASER__STATIC: return HANDHOLDINGLASER; in G_StaticToDynamicTile()
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/
H A Dnames.h571 #define HANDHOLDINGLASER 2563 macro
H A Dgamevars.cpp615 case HANDHOLDINGLASER__STATIC: return HANDHOLDINGLASER; in G_StaticToDynamicTile()
H A Dpremap.cpp325 for (j=HANDHOLDINGLASER; j<=HANDHOLDINGLASER+4; j++) tloadtile(j,1); in G_CacheSpriteNum()
H A Dplayer.cpp2099HANDHOLDINGLASER + (pSprite->access_incs >> 3), accessShade, DRAWEAP_CENTER, accessPal); in P_DisplayAccess()
2816 … weaponY + 234 - weaponYOffset, HANDHOLDINGLASER + 3, weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2819HANDHOLDINGLASER + ((*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()
H A Dnamesdyn.cpp599 …{ "HANDHOLDINGLASER", DVPTR(HANDHOLDINGLASER), HANDHOLDINGLASER__STATIC, HANDHOLDINGLASER__STATICR…
2051 int32_t HANDHOLDINGLASER = HANDHOLDINGLASER__STATIC; variable
H A Dnamesdyn.h2717 extern int32_t HANDHOLDINGLASER;
/dports/games/NBlood/NBlood-a1689a4/package/sdk/
H A Dnames.h571 #define HANDHOLDINGLASER 2563 macro
/dports/games/NBlood/NBlood-a1689a4/package/sdk/samples/
H A Dweapons.sample.con374 setvar hud_tilenum HANDHOLDINGLASER
390 addvar hud_tilenum HANDHOLDINGLASER
/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/
H A DNAMES.H535 #define HANDHOLDINGLASER 1732 macro
H A Dplayer2.c207 …s_incs]>>2),looking_arc+266-((ps[snum].horiz-ps[snum].horizoff)>>4),HANDHOLDINGLASER+(ps[snum].acc…