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Searched refs:MT_MNTRFX1 (Results 1 – 25 of 35) sorted by relevance

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/dports/games/doomlegacy/doomlegacy_1.48.8_source/src/
H A Dp_henemy.c998 mo = P_SpawnMissile(actor, actor->target, MT_MNTRFX1); in A_MinotaurAtk2()
1004 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle-(ANG45/8), momz); in A_MinotaurAtk2()
1005 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle+(ANG45/8), momz); in A_MinotaurAtk2()
1006 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle-(ANG45/16), momz); in A_MinotaurAtk2()
1007 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle+(ANG45/16), momz); in A_MinotaurAtk2()
H A Dp_heretic.c189 case MT_MNTRFX1: // Minotaur swing attack missile in P_SpawnMissileAngle()
/dports/games/heretic/glheretic-1.2/
H A Dp_enemy.c1735 mo = P_SpawnMissile(actor, actor->target, MT_MNTRFX1); in A_MinotaurAtk2()
1741 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle-(ANG45/8), momz); in A_MinotaurAtk2()
1742 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle+(ANG45/8), momz); in A_MinotaurAtk2()
1743 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle-(ANG45/16), momz); in A_MinotaurAtk2()
1744 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle+(ANG45/16), momz); in A_MinotaurAtk2()
H A Dp_mobj.c1423 case MT_MNTRFX1: /* Minotaur swing attack missile */ in P_SpawnMissile()
1491 case MT_MNTRFX1: /* Minotaur swing attack missile */ in P_SpawnMissileAngle()
H A Dinfo.h1490 MT_MNTRFX1, enumerator
H A Dg_game.c65 { MT_MNTRFX1, {20, 26} },
/dports/games/crispy-doom/crispy-doom-crispy-doom-5.10.3/src/heretic/
H A Dp_enemy.c1715 mo = P_SpawnMissile(actor, actor->target, MT_MNTRFX1); in A_MinotaurAtk2()
1721 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle - (ANG45 / 8), momz); in A_MinotaurAtk2()
1722 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle + (ANG45 / 8), momz); in A_MinotaurAtk2()
1723 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle - (ANG45 / 16), momz); in A_MinotaurAtk2()
1724 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle + (ANG45 / 16), momz); in A_MinotaurAtk2()
H A Dp_mobj.c1422 case MT_MNTRFX1: // Minotaur swing attack missile in P_SpawnMissile()
1485 case MT_MNTRFX1: // Minotaur swing attack missile in P_SpawnMissileAngle()
H A Dinfo.h1524 MT_MNTRFX1, enumerator
/dports/games/chocolate-doom/chocolate-doom-3.0.1/src/heretic/
H A Dp_enemy.c1704 mo = P_SpawnMissile(actor, actor->target, MT_MNTRFX1); in A_MinotaurAtk2()
1710 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle - (ANG45 / 8), momz); in A_MinotaurAtk2()
1711 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle + (ANG45 / 8), momz); in A_MinotaurAtk2()
1712 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle - (ANG45 / 16), momz); in A_MinotaurAtk2()
1713 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle + (ANG45 / 16), momz); in A_MinotaurAtk2()
H A Dp_mobj.c1387 case MT_MNTRFX1: // Minotaur swing attack missile in P_SpawnMissile()
1450 case MT_MNTRFX1: // Minotaur swing attack missile in P_SpawnMissileAngle()
H A Dinfo.h1524 MT_MNTRFX1, enumerator
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/heretic/src/
H A Dp_enemy.c1459 mo = P_SpawnMissile(MT_MNTRFX1, actor, actor->target, true); in A_MinotaurAtk2()
1467 P_SpawnMissileAngle(MT_MNTRFX1, actor, angle - (ANG45 / 8), momZ); in A_MinotaurAtk2()
1468 P_SpawnMissileAngle(MT_MNTRFX1, actor, angle + (ANG45 / 8), momZ); in A_MinotaurAtk2()
1469 P_SpawnMissileAngle(MT_MNTRFX1, actor, angle - (ANG45 / 16), momZ); in A_MinotaurAtk2()
1470 P_SpawnMissileAngle(MT_MNTRFX1, actor, angle + (ANG45 / 16), momZ); in A_MinotaurAtk2()
H A Dp_mobj.c1508 case MT_MNTRFX1: // Minotaur swing attack missile. in P_SpawnMissile()
1613 case MT_MNTRFX1: // Minotaur swing attack missile in Vanilla_P_SpawnMissileAngle()
1694 case MT_MNTRFX1: // Minotaur swing attack missile. in P_SpawnMissileAngle()
/dports/games/uhexen/uhexen-0.601/src/
H A Dp_enemy.c1367 mo = P_SpawnMissile(actor, actor->target, MT_MNTRFX1); in A_MinotaurAtk2()
1373 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle-(ANG45/8), momz); in A_MinotaurAtk2()
1374 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle+(ANG45/8), momz); in A_MinotaurAtk2()
1375 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle-(ANG45/16), momz); in A_MinotaurAtk2()
1376 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle+(ANG45/16), momz); in A_MinotaurAtk2()
H A Dp_mobj.c2017 case MT_MNTRFX1: // Minotaur swing attack missile in P_SpawnMissile()
2121 case MT_MNTRFX1: // Minotaur swing attack missile in P_SpawnMissileAngle()
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/hexen/src/
H A Dp_enemy.c1202 pmo = P_SpawnMissile(MT_MNTRFX1, mo, mo->target); in A_MinotaurAtk2()
1207 P_SpawnMissileAngle(MT_MNTRFX1, mo, angle - (ANG45 / 8), momZ); in A_MinotaurAtk2()
1208 P_SpawnMissileAngle(MT_MNTRFX1, mo, angle + (ANG45 / 8), momZ); in A_MinotaurAtk2()
1209 P_SpawnMissileAngle(MT_MNTRFX1, mo, angle - (ANG45 / 16), momZ); in A_MinotaurAtk2()
1210 P_SpawnMissileAngle(MT_MNTRFX1, mo, angle + (ANG45 / 16), momZ); in A_MinotaurAtk2()
H A Dp_mobj.c1740 case MT_MNTRFX1: // Minotaur swing attack missile in P_SpawnMissile()
1816 case MT_MNTRFX1: // Minotaur swing attack missile in P_SpawnMissileAngle()
/dports/games/crispy-doom/crispy-doom-crispy-doom-5.10.3/src/hexen/
H A Dp_enemy.c1422 mo = P_SpawnMissile(actor, actor->target, MT_MNTRFX1); in A_MinotaurAtk2()
1428 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle - (ANG45 / 8), momz); in A_MinotaurAtk2()
1429 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle + (ANG45 / 8), momz); in A_MinotaurAtk2()
1430 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle - (ANG45 / 16), momz); in A_MinotaurAtk2()
1431 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle + (ANG45 / 16), momz); in A_MinotaurAtk2()
H A Dp_mobj.c2043 case MT_MNTRFX1: // Minotaur swing attack missile in P_SpawnMissile()
2147 case MT_MNTRFX1: // Minotaur swing attack missile in P_SpawnMissileAngle()
/dports/games/chocolate-doom/chocolate-doom-3.0.1/src/hexen/
H A Dp_enemy.c1422 mo = P_SpawnMissile(actor, actor->target, MT_MNTRFX1); in A_MinotaurAtk2()
1428 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle - (ANG45 / 8), momz); in A_MinotaurAtk2()
1429 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle + (ANG45 / 8), momz); in A_MinotaurAtk2()
1430 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle - (ANG45 / 16), momz); in A_MinotaurAtk2()
1431 P_SpawnMissileAngle(actor, MT_MNTRFX1, angle + (ANG45 / 16), momz); in A_MinotaurAtk2()
H A Dp_mobj.c2043 case MT_MNTRFX1: // Minotaur swing attack missile in P_SpawnMissile()
2147 case MT_MNTRFX1: // Minotaur swing attack missile in P_SpawnMissileAngle()
/dports/games/heretic/glheretic-1.2/opengl/
H A Dgl_lights.c258 { MT_MNTRFX1, 1.0f,0.4f,0.2f,0.0f,0.9f, UPDATE_FALSE },
292 { MT_MNTRFX1, 1.0f,0.4f,0.2f,0.0f,0.9f, UPDATE_FALSE },
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/common/src/world/
H A Dp_mapsetup.cpp841 { MT_MNTRFX1, GM_ANY ^ GM_HERETIC_SHAREWARE }, in precacheResources()
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/common/src/game/
H A Dgamesession.cpp370 { MT_MNTRFX1, { 20, 26 } },

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