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Searched refs:Mobj_Sector (Results 1 – 25 of 37) sorted by relevance

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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/doom64/src/
H A Dp_telept.c58 if(params->sec && params->sec != Mobj_Sector(mo)) in findMobj()
145 if(FEQUAL(mo->origin[VZ], P_GetDoublep(Mobj_Sector(mo), DMU_FLOOR_HEIGHT))) in EV_Teleport()
283 if(params->sec && params->sec != Mobj_Sector(origin)) in fadeSpawn()
368 if(parm->sec && parm->sec != Mobj_Sector(mo)) in PIT_ChangeMobjFlags()
H A Dp_mobj.c228 coord_t gravity = XS_Gravity(Mobj_Sector(mo)); in P_MobjMoveZ()
465 if(P_GetIntp(P_GetPtrp(Mobj_Sector(mo), DMU_CEILING_MATERIAL), in P_MobjMoveZ()
524 mobj->origin[VZ] = P_GetDoublep(Mobj_Sector(mobj), DMU_FLOOR_HEIGHT); in P_MobjThinker()
526 mobj->origin[VZ] = P_GetDoublep(Mobj_Sector(mobj), DMU_CEILING_HEIGHT); in P_MobjThinker()
755 mo->floorZ = P_GetDoublep(Mobj_Sector(mo), DMU_FLOOR_HEIGHT); in P_SpawnMobjXYZ()
757 mo->ceilingZ = P_GetDoublep(Mobj_Sector(mo), DMU_CEILING_HEIGHT); in P_SpawnMobjXYZ()
793 FEQUAL(mo->origin[VZ], P_GetDoublep(Mobj_Sector(mo), DMU_FLOOR_HEIGHT))) in P_SpawnMobjXYZ()
H A Dm_cheat.cpp500 Sector *sector = Mobj_Sector(plrMo); in printDebugInfo()
H A Dp_enemy.c80 P_RecursiveSound(target, Mobj_Sector(emitter), 0); in P_NoiseAlert()
838 Sector *sec = Mobj_Sector(actor); in A_Look()
1861 sec = Mobj_Sector(newmobj); in A_PainShootSkull()
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/doom/src/
H A Dp_mobj.c241 gravity = XS_Gravity(Mobj_Sector(mo)); in P_MobjMoveZ()
388 world_Material *mat = P_GetPtrp(Mobj_Sector(mo), DMU_FLOOR_MATERIAL); in P_MobjMoveZ()
418 world_Material *mat = P_GetPtrp(Mobj_Sector(mo), DMU_CEILING_MATERIAL); in P_MobjMoveZ()
502 mo->origin[VZ] = P_GetDoublep(Mobj_Sector(mo), in P_MobjThinker()
741 mo->floorZ = P_GetDoublep(Mobj_Sector(mo), DMU_FLOOR_HEIGHT); in P_SpawnMobjXYZ()
743 mo->ceilingZ = P_GetDoublep(Mobj_Sector(mo), DMU_CEILING_HEIGHT); in P_SpawnMobjXYZ()
772 FEQUAL(mo->origin[VZ], P_GetDoublep(Mobj_Sector(mo), DMU_FLOOR_HEIGHT))) in P_SpawnMobjXYZ()
H A Dp_telept.c55 if(params->sec && params->sec != Mobj_Sector(mo)) in findMobj()
148 if(FEQUAL(mo->origin[VZ], P_GetDoublep(Mobj_Sector(mo), DMU_FLOOR_HEIGHT))) in EV_Teleport()
H A Ddoomv9mapstatereader.cpp337 mo->floorZ = P_GetDoublep(Mobj_Sector(mo), DMU_FLOOR_HEIGHT); in readMobj()
338 mo->ceilingZ = P_GetDoublep(Mobj_Sector(mo), DMU_CEILING_HEIGHT); in readMobj()
H A Dp_enemy.c69 P_RecursiveSound(target, Mobj_Sector(emitter), 0); in P_NoiseAlert()
565 Sector *sec = Mobj_Sector(actor); in A_Look()
1442 sec = Mobj_Sector(newmobj); in A_PainShootSkull()
H A Dm_cheat.cpp589 Sector *sector = Mobj_Sector(plrMo); in D_CMD()
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/common/src/world/
H A Dmobj.cpp75 Sector *sec = Mobj_Sector(mo); in Mobj_ThrustMul()
107 if(P_ToXSector(Mobj_Sector(mo))->special == 15) // Low friction. in Mobj_Friction()
123 return XS_Friction(Mobj_Sector(mo)); in Mobj_Friction()
170 if(!FEQUAL(mo->floorZ, P_GetDoublep(Mobj_Sector(mo), DMU_FLOOR_HEIGHT))) in Mobj_XYMoveStopping()
977 floorZ = P_GetDoublep(Mobj_Sector(this), DMU_FLOOR_HEIGHT); in read()
978 ceilingZ = P_GetDoublep(Mobj_Sector(this), DMU_CEILING_HEIGHT); in read()
H A Dp_xgsec.cpp2211 if (Mobj_Sector(mo) == sector && mo->type == MT_TELEPORTMAN) in XSTrav_Teleport()
2243 thfloorz = P_GetDoublep(Mobj_Sector(thing), DMU_FLOOR_HEIGHT); in XSTrav_Teleport()
2244 thceilz = P_GetDoublep(Mobj_Sector(thing), DMU_CEILING_HEIGHT); in XSTrav_Teleport()
2335 if(FEQUAL(thing->origin[VZ], P_GetDoublep(Mobj_Sector(thing), DMU_FLOOR_HEIGHT))) in XSTrav_Teleport()
2781 if(params->sec == Mobj_Sector(mo)) in XSTrav_SectorChain()
2816 coord_t thfloorz = P_GetDoublep(Mobj_Sector(mo), DMU_FLOOR_HEIGHT); in P_ApplyWind()
2817 coord_t thceilz = P_GetDoublep(Mobj_Sector(mo), DMU_CEILING_HEIGHT); in P_ApplyWind()
2843 if(params->sec == Mobj_Sector(mo)) in XSTrav_Wind()
3098 sector = Mobj_Sector(players[CONSOLEPLAYER].plr->mo); in D_CMD()
H A Dp_map.cpp124 if(!Mobj_Sector(beholder)) return false; in P_CheckSight()
125 if(!Mobj_Sector(target)) return false; in P_CheckSight()
131 if(!checkReject(Mobj_Sector(beholder), Mobj_Sector(target))) in P_CheckSight()
236 mobj->floorZ = P_GetDoublep(Mobj_Sector(mobj), DMU_FLOOR_HEIGHT); in P_TeleportMove()
237 mobj->ceilingZ = P_GetDoublep(Mobj_Sector(mobj), DMU_CEILING_HEIGHT); in P_TeleportMove()
1287 (P_GetDoublep(Mobj_Sector(tmBlockingMobj), DMU_CEILING_HEIGHT) - in P_TryMove2()
1469 (tmFloorMaterial != P_GetPtrp(Mobj_Sector(thing), DMU_FLOOR_MATERIAL) || in P_TryMove2()
1506 if(FEQUAL(thing->origin[VZ], P_GetDoublep(Mobj_Sector(thing), DMU_FLOOR_HEIGHT))) in P_TryMove2()
H A Dp_actor.cpp229 return P_PlaneMaterialTerrainType(Mobj_Sector(mobj), PLN_FLOOR); in P_MobjFloorTerrain()
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/heretic/src/
H A Dp_telept.c121 if(FEQUAL(mo->origin[VZ], P_GetDoublep(Mobj_Sector(mo), DMU_FLOOR_HEIGHT))) in P_Teleport()
162 if(params->sec && params->sec != Mobj_Sector(mo)) in findMobj()
H A Dp_mobj.c198 Sector *sec = Mobj_Sector(mo); in P_WindThrust()
378 gravity = XS_Gravity(Mobj_Sector(mo)); in P_MobjMoveZ()
623 if(P_GetIntp(P_GetPtrp(Mobj_Sector(mo), DMU_CEILING_MATERIAL), in P_MobjMoveZ()
727 coord_t GRAVITY = XS_Gravity(Mobj_Sector(mo)); in P_FakeZMovement()
736 coord_t GRAVITY = XS_Gravity(Mobj_Sector(mo)); in P_FakeZMovement()
1233 mo->floorZ = P_GetDoublep(Mobj_Sector(mo), DMU_FLOOR_HEIGHT); in P_SpawnMobjXYZ()
1235 mo->ceilingZ = P_GetDoublep(Mobj_Sector(mo), DMU_CEILING_HEIGHT); in P_SpawnMobjXYZ()
1265 FEQUAL(mo->origin[VZ], P_GetDoublep(Mobj_Sector(mo), DMU_FLOOR_HEIGHT))) in P_SpawnMobjXYZ()
1356 if(!FEQUAL(thing->floorZ, P_GetDoublep(Mobj_Sector(thing), DMU_FLOOR_HEIGHT))) in P_HitFloor()
H A Dp_spec.cpp643 Sector *sector = Mobj_Sector(player->plr->mo); in P_PlayerInSpecialSector()
821 Sector *sector = Mobj_Sector(player->plr->mo); in P_PlayerInWindSector()
H A Dp_enemy.c81 P_RecursiveSound(target, Mobj_Sector(emitter), 0); in P_NoiseAlert()
566 sec = Mobj_Sector(actor); in A_Look()
2254 P_GetDoublep(Mobj_Sector(actor), DMU_FLOOR_HEIGHT), in A_SpawnTeleGlitter()
2271 P_GetDoublep(Mobj_Sector(actor), DMU_FLOOR_HEIGHT), in A_SpawnTeleGlitter2()
H A Dhereticv13mapstatereader.cpp364 mo->floorZ = P_GetDoublep(Mobj_Sector(mo), DMU_FLOOR_HEIGHT); in readMobj()
365 mo->ceilingZ = P_GetDoublep(Mobj_Sector(mo), DMU_CEILING_HEIGHT); in readMobj()
H A Dm_cheat.cpp771 sector = Mobj_Sector(plrMo); in D_CMD()
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/client/
H A Dcl_player.cpp267 mo->floorZ = Mobj_Sector(mo)->floor().height(); in ClPlayer_MoveLocal()
268 mo->ceilingZ = Mobj_Sector(mo)->ceiling().height(); in ClPlayer_MoveLocal()
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/hexen/src/
H A Dp_mobj.c295 int special = P_ToXSector(Mobj_Sector(mo))->special; in P_MobjMoveXY()
553 if(!FEQUAL(mo->floorZ, P_GetDoublep(Mobj_Sector(mo), DMU_FLOOR_HEIGHT))) in P_MobjMoveXY()
832 if(P_GetIntp(P_GetPtrp(Mobj_Sector(mo), DMU_CEILING_MATERIAL), in P_MobjMoveZ()
1176 mo->floorZ = P_GetDoublep(Mobj_Sector(mo), DMU_FLOOR_HEIGHT); in P_SpawnMobjXYZ()
1177 mo->ceilingZ = P_GetDoublep(Mobj_Sector(mo), DMU_CEILING_HEIGHT); in P_SpawnMobjXYZ()
1209 FEQUAL(mo->origin[VZ], P_GetDoublep(Mobj_Sector(mo), DMU_FLOOR_HEIGHT))) in P_SpawnMobjXYZ()
1272 if(!FEQUAL(thing->floorZ, P_GetDoublep(Mobj_Sector(thing), DMU_FLOOR_HEIGHT))) in P_HitFloor()
H A Dp_spec.cpp660 Sector *sec = Mobj_Sector(player->plr->mo); in P_PlayerInSpecialSector()
765 if(plrMo->origin[VZ] > P_GetDoublep(Mobj_Sector(plrMo), DMU_FLOOR_HEIGHT)) in P_PlayerOnSpecialFloor()
H A Dp_telept.c187 if(FEQUAL(mo->origin[VZ], P_GetDoublep(Mobj_Sector(mo), DMU_FLOOR_HEIGHT))) in P_Teleport()
H A Dhrefresh.cpp193 if(auto *xsec = P_ToXSector(Mobj_Sector(plr->plr->mo))) in G_RendPlayerView()
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/world/base/
H A Dp_mobj.cpp313 #undef Mobj_Sector
314 DENG_EXTERN_C Sector *Mobj_Sector(mobj_t const *mob) in Mobj_Sector() function

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