/dports/games/openbor3482/openbor-2c1ecd7/engine/ |
H A D | openbor.c | 8254 else bgicon_offsets[2] = HUD_Z / 2; in load_levelorder() 8262 else olicon_offsets[2] = HUD_Z * 3; in load_levelorder() 9681 …spriteq_add_box(x+1, y+1, bkw, bkh, HUD_Z+1+pstatus->backlayer, (*pstatus->colourtable)[bgindex], … in bar() 9686 spriteq_add_line(x, y, x+bkw+1, y, HUD_Z+3+pstatus->borderlayer, color_white, 0); //Top border. in bar() 9688 spriteq_add_line(x, y+1, x, y+bkh, HUD_Z+3+pstatus->borderlayer, color_white, 0); //Left border. in bar() 9689 …spriteq_add_line(x+bkw+1, y+1, x+bkw+1, y+bkh, HUD_Z+3+pstatus->borderlayer, color_white, 0); //Ri… in bar() 9690 …spriteq_add_line(x, y+bkh+2, x+bkw+1, y+bkh+2, HUD_Z+pstatus->borderlayer, color_black, 0); //Bott… in bar() 10122 spriteq_add_sprite(ent->modeldata.icon.x, ent->modeldata.icon.y, HUD_Z, icon, &drawmethod, 0); in drawenemystatus() 13057 sz = PANEL_Z-HUD_Z; in display_ents() 13112 sz = PANEL_Z-HUD_Z; in display_ents() [all …]
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H A D | openbor.h | 206 #define HUD_Z (FRONTPANEL_Z+10000) macro
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/dports/games/openbor3711/openbor-6ec17fa/engine/ |
H A D | openbor.c | 8387 else bgicon_offsets[2] = HUD_Z / 2; in load_levelorder() 8395 else olicon_offsets[2] = HUD_Z * 3; in load_levelorder() 9875 …spriteq_add_box(x+1, y+1, bkw, bkh, HUD_Z+1+pstatus->backlayer, (*pstatus->colourtable)[bgindex], … in bar() 9880 spriteq_add_line(x, y, x+bkw+1, y, HUD_Z+3+pstatus->borderlayer, color_white, 0); //Top border. in bar() 9882 spriteq_add_line(x, y+1, x, y+bkh, HUD_Z+3+pstatus->borderlayer, color_white, 0); //Left border. in bar() 9883 …spriteq_add_line(x+bkw+1, y+1, x+bkw+1, y+bkh, HUD_Z+3+pstatus->borderlayer, color_white, 0); //Ri… in bar() 9884 …spriteq_add_line(x, y+bkh+2, x+bkw+1, y+bkh+2, HUD_Z+pstatus->borderlayer, color_black, 0); //Bott… in bar() 10342 spriteq_add_sprite(ent->modeldata.icon.x, ent->modeldata.icon.y, HUD_Z, icon, &drawmethod, 0); in drawenemystatus() 13299 sz = PANEL_Z-HUD_Z; in display_ents() 13354 sz = PANEL_Z-HUD_Z; in display_ents() [all …]
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H A D | openbor.h | 207 #define HUD_Z (FRONTPANEL_Z+10000) macro
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/dports/games/openbor3979/openbor-2bcf25b/engine/ |
H A D | openbor.c | 11390 bgicon_offsets[2] = HUD_Z / 2; in load_levelorder() 11410 olicon_offsets[2] = HUD_Z * 3; in load_levelorder() 13475 …spriteq_add_box(x + 1, y + 1, bkw, bkh, HUD_Z + 1 + pstatus->backlayer, (*pstatus->colourtable)[bg… in bar() 13476 …spriteq_add_box(forex + 1, forey + 1, forew, foreh, HUD_Z + 2 + pstatus->barlayer, (*pstatus->colo… in bar() 13480 …spriteq_add_line(x, y, x + bkw + 1, y, HUD_Z + 3 + pstatus->borderlayer, color_white, NULL); //Top… in bar() 13482 …spriteq_add_line(x, y + 1, x, y + bkh, HUD_Z + 3 + pstatus->borderlayer, color_white, NULL); //Lef… in bar() 13484 …spriteq_add_line(x, y + bkh + 2, x + bkw + 1, y + bkh + 2, HUD_Z + pstatus->borderlayer, color_bla… in bar() 14012 … spriteq_add_sprite(ent->modeldata.icon.x, ent->modeldata.icon.y, HUD_Z, icon, &drawmethod, 0); in drawenemystatus() 18224 sz = PANEL_Z - HUD_Z; in display_ents() 18292 sz = PANEL_Z - HUD_Z; in display_ents() [all …]
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H A D | openbor.h | 208 #define HUD_Z (FRONTPANEL_Z+10000) macro
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/dports/games/openbor4432/openbor-ba1eb4f/engine/ |
H A D | openbor.c | 13146 bgicon_offsets[2] = HUD_Z / 2; in load_levelorder() 13166 olicon_offsets[2] = HUD_Z * 3; in load_levelorder() 15349 …spriteq_add_box(x + 1, y + 1, bkw, bkh, HUD_Z + 1 + pstatus->backlayer, (*pstatus->colourtable)[bg… in bar() 15350 …spriteq_add_box(forex + 1, forey + 1, forew, foreh, HUD_Z + 2 + pstatus->barlayer, (*pstatus->colo… in bar() 15354 …spriteq_add_line(x, y, x + bkw + 1, y, HUD_Z + 3 + pstatus->borderlayer, color_white, NULL); //Top… in bar() 15356 …spriteq_add_line(x, y + 1, x, y + bkh, HUD_Z + 3 + pstatus->borderlayer, color_white, NULL); //Lef… in bar() 16430 …dd_sprite(ent->modeldata.icon.position.x, ent->modeldata.icon.position.y, HUD_Z, icon, &drawmethod… in drawenemystatus() 21216 sz = PANEL_Z - HUD_Z; in display_ents() 21287 sz = PANEL_Z - HUD_Z; in display_ents() 21295 sz = PANEL_Z - HUD_Z; in display_ents() [all …]
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H A D | openbor.h | 99 #define HUD_Z (FRONTPANEL_Z+10000) macro
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/dports/games/openbor/openbor-3caaddd5/engine/ |
H A D | openbor.c | 13730 bgicon_offsets[2] = HUD_Z / 2; in load_levelorder() 13750 olicon_offsets[2] = HUD_Z * 3; in load_levelorder() 15955 …spriteq_add_box(x + 1, y + 1, bkw, bkh, HUD_Z + 1 + pstatus->backlayer, (*pstatus->colourtable)[bg… in bar() 15956 …spriteq_add_box(forex + 1, forey + 1, forew, foreh, HUD_Z + 2 + pstatus->barlayer, (*pstatus->colo… in bar() 15960 …spriteq_add_line(x, y, x + bkw + 1, y, HUD_Z + 3 + pstatus->borderlayer, color_white, NULL); //Top… in bar() 15962 …spriteq_add_line(x, y + 1, x, y + bkh, HUD_Z + 3 + pstatus->borderlayer, color_white, NULL); //Lef… in bar() 16893 …dd_sprite(ent->modeldata.icon.position.x, ent->modeldata.icon.position.y, HUD_Z, icon, &drawmethod… in drawenemystatus() 22636 sz = PANEL_Z - HUD_Z; in display_ents() 22707 sz = PANEL_Z - HUD_Z; in display_ents() 22715 sz = PANEL_Z - HUD_Z; in display_ents() [all …]
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H A D | openbor.h | 100 #define HUD_Z (FRONTPANEL_Z+10000) macro
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