/dports/games/avp/avp-20170505/src/win95/ |
H A D | showcmds.h | 35 extern int PrintDebuggingText(const char* t, ...); 37 #define PrintDebuggingText(ignore) 43 #define PrintDebuggingText(ignore) 47 extern int PrintDebuggingText(const char* t, ...);
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H A D | io.c | 187 int PrintDebuggingText(const char* t, ...); 1168 int PrintDebuggingText(const char* t, ...) in PrintDebuggingText() function
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H A D | di_func.cpp | 1282 PrintDebuggingText("%d %d\n",JoystickState.rglSlider[0],JoystickState.rglSlider[1]); in ReadJoysticks()
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/dports/games/avp/avp-20170505/src/avp/ |
H A D | player.c | 1552 PrintDebuggingText("Cloak on: %d \n",playerStatusPtr->cloakOn); in DoPlayerCloakingSystem() 1553 PrintDebuggingText("Field Charge: %d \n",playerStatusPtr->FieldCharge); in DoPlayerCloakingSystem() 1561 PrintDebuggingText("Speargun not possessed.\n"); in DoPlayerCloakingSystem() 1565 PrintDebuggingText("Cloak given away: %d \n", playerStatusPtr->cloakPositionGivenAway); in DoPlayerCloakingSystem() 1566 PrintDebuggingText("Cloak given away timer: %d \n", playerStatusPtr->cloakPositionGivenAwayTimer); in DoPlayerCloakingSystem() 1567 PrintDebuggingText("Cloaking Effectiveness: %d \n", playerStatusPtr->CloakingEffectiveness); in DoPlayerCloakingSystem() 1568 PrintDebuggingText("Gimme_Charge Calls: %d \n",GimmeChargeCalls); in DoPlayerCloakingSystem() 1790 PrintDebuggingText("Adjacencies FROM Player's Module (%s):\n", in ShowAdjacencies() 1817 PrintDebuggingText("Adjacencies TO Player's Module:\n"); in ShowAdjacencies() 1846 PrintDebuggingText("--AI Module of %s, general.\n",(*(thisModule->m_module_ptrs))->name); in ShowAdjacencies() [all …]
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H A D | bh_marin.c | 2679 PrintDebuggingText("%s: ",sbPtr->name); in MarineBehaviour() 2681 PrintDebuggingText("Unnamed: "); in MarineBehaviour() 2921 PrintDebuggingText("Wait Then "); in WanderMission_Control() 2990 PrintDebuggingText("Wander marine "); in WanderMission_Control() 2994 PrintDebuggingText("Avoidance Level 0"); in WanderMission_Control() 2997 PrintDebuggingText("Avoidance Level 1"); in WanderMission_Control() 3000 PrintDebuggingText("Avoidance Level 2"); in WanderMission_Control() 3003 PrintDebuggingText("Avoidance Level 3"); in WanderMission_Control() 3319 PrintDebuggingText("Pathfinder marine "); in PathfinderMission_Control() 3676 PrintDebuggingText("Guard marine "); in GuardMission_Control() [all …]
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H A D | bh_fhug.c | 217 PrintDebuggingText("Hugger Approaching...\n"); in FacehuggerBehaviour() 225 PrintDebuggingText("Hugger Attacking...\n"); in FacehuggerBehaviour() 233 PrintDebuggingText("Hugger Waiting...\n"); in FacehuggerBehaviour() 241 PrintDebuggingText("Hugger Avoiding...\n"); in FacehuggerBehaviour() 249 PrintDebuggingText("Hugger Dying...\n"); in FacehuggerBehaviour() 257 PrintDebuggingText("Hugger Floating...\n"); in FacehuggerBehaviour() 265 PrintDebuggingText("Hugger Jumping...\n"); in FacehuggerBehaviour() 273 PrintDebuggingText("Hugger AboutToJump...\n"); in FacehuggerBehaviour()
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H A D | bh_gener.c | 632 PrintDebuggingText("Hive Attacking %d...\n",NPCHive.hiveStateTimer); in DoHive() 636 PrintDebuggingText("Hive Retreating %d...\n",NPCHive.hiveStateTimer); in DoHive() 641 PrintDebuggingText("Near Aliens = %d\nFar Aliens = %d\n",NearAliens,FarAliens); in DoHive() 648 PrintDebuggingText("Average Slack %d\n",Slack); in DoHive() 1065 PrintDebuggingText("\n\n\nAi Limit Shift : %d\n",GeneratorBalance.MaxAIShift); in GeneratorBalance_PerFrameMaintenance()
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H A D | paintball.c | 102 PrintDebuggingText("PAINTBALL MODE ACTIVE\n"); in PaintBallMode_DrawCurrentDecalAtTarget() 103 PrintDebuggingText("TOTAL PRE-DECALS: %d OUT OF 1024\n",NumFixedDecals); in PaintBallMode_DrawCurrentDecalAtTarget()
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H A D | bh_pred.c | 1091 PrintDebuggingText("Predator found no target!\n"); in PredatorBehaviour() 1307 PrintDebuggingText("DeCloaked "); in PredatorBehaviour() 1310 PrintDebuggingText("Cloaked "); in PredatorBehaviour() 1428 PrintDebuggingText("Forced stationary animation!\n"); in PredatorHandleMovingAnimation() 3564 PrintDebuggingText("Part one "); in Execute_PNS_SwapWeapon() 3611 PrintDebuggingText("Part two "); in Execute_PNS_SwapWeapon() 3628 PrintDebuggingText("Part three "); in Execute_PNS_SwapWeapon() 3773 PrintDebuggingText("Part four "); in Execute_PNS_SwapWeapon() 3788 PrintDebuggingText("Part five "); in Execute_PNS_SwapWeapon() 3921 PrintDebuggingText("Target Module NULL.\n"); in Execute_PNS_Hunt() [all …]
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H A D | bh_xeno.c | 1419 PrintDebuggingText("In Inactive.\n"); in Execute_Xeno_Inactive() 1741 PrintDebuggingText("In PowerUp.\n"); in Execute_Xeno_PowerUp() 1776 PrintDebuggingText("In PowerDown.\n"); in Execute_Xeno_PowerDown() 1927 PrintDebuggingText("In ActiveWait.\n"); in Execute_Xeno_ActiveWait() 2026 PrintDebuggingText("In Turn To Face.\n"); in Execute_Xeno_TurnToFace() 2159 PrintDebuggingText("In Follow.\n"); in Execute_Xeno_Follow() 2322 PrintDebuggingText("In Return.\n"); in Execute_Xeno_Return() 2457 PrintDebuggingText("In Avoidance.\n"); in Execute_Xeno_Avoidance() 4137 PrintDebuggingText("In Follow Far.\n"); 4241 PrintDebuggingText("In Return Far.\n"); [all …]
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H A D | psnd.c | 146 PrintDebuggingText("Number of Active Sounds %u \n", SoundNumActiveVoices()); in SoundSys_Management() 152 PrintDebuggingText("%s\n",GameSounds[ActiveSounds[i].soundIndex].wavName); in SoundSys_Management()
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H A D | dynamics.c | 425 if (ShowDebuggingText.Dynamics) PrintDebuggingText("Displacement:%d,%d,%d\n", in ObjectDynamics() 689 if (ShowDebuggingText.Dynamics) PrintDebuggingText("Player Impulse:%d,%d,%d\n", in ObjectDynamics() 694 if (ShowDebuggingText.Dynamics) PrintDebuggingText("Player Position:%d,%d,%d\n", in ObjectDynamics() 700 if (ShowDebuggingText.Dynamics) PrintDebuggingText("Player Gravity Direction:%d,%d,%d\n", in ObjectDynamics() 708 if (ShowDebuggingText.Dynamics) PrintDebuggingText("strategy ptr %p\n",reportPtr->ObstacleSBPtr); in ObjectDynamics() 713 PrintDebuggingText("���� ���\n"); in ObjectDynamics() 1466 PrintDebuggingText("Test point %d,%d,%d\n",objectCentre.vx,objectCentre.vy,objectCentre.vz); in MoveObject() 1526 PrintDebuggingText("POLY NO OF VERTICES %d\n",(polygonPtr->NumberOfVertices)); in MoveObject() 1561 PrintDebuggingText("Found a valid step.\n"); in MoveObject() 1565 PrintDebuggingText("Found a step but couldn't go up it.\n"); in MoveObject() [all …]
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H A D | bh_plift.c | 448 PrintDebuggingText("I'M PUSHING UP AN OBJECT!"); in PushPassengersUpwards()
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H A D | targeting.c | 210 …PrintDebuggingText("Target Position: %d %d %d\n",PlayersTarget.Position.vx,PlayersTarget.Position.… in CalculatePlayersTarget()
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H A D | bh_far.c | 173 …PrintDebuggingText("This FAR %s ALIEN is in module %d, %s\n",descriptor,thisModule->m_index,thisMo… in FarAlienBehaviour()
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H A D | bh_near.c | 181 …PrintDebuggingText("MaxSpeed = %d, SynthSpeed = %d, SetSpeed = %d, Slack %d\n",alienStatusPointer-… in NearAlienBehaviour() 292 …PrintDebuggingText("Near %s alien is in module %d, %s\n",descriptor,thisModule->m_index,thisModule… in NearAlienBehaviour()
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H A D | bh_agun.c | 796 PrintDebuggingText("Local Offset: %d %d %d\n",localOffset->vx,localOffset->vy,localOffset->vz); in AGunSight_FrustrumReject()
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H A D | bh_ais.c | 1187 PrintDebuggingText("Non-planar adjacency!\n"); in NPCGetMovementDirection()
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H A D | bh_queen.c | 840 PrintDebuggingText("localOffset = %d %d %d\n",localOffset.vx, in QueenMove_TurnLeft()
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H A D | bh_weap.c | 231 PrintDebuggingText("Local Offset: %d %d %d\n",localOffset->vx,localOffset->vy,localOffset->vz);
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H A D | weapons.c | 8263 PrintDebuggingText("Plasma Caster Charge = %d\n",playerStatusPtr->PlasmaCasterCharge);
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/dports/games/avp/avp-20170505/src/avp/win95/ |
H A D | winmain.c | 67 #undef PrintDebuggingText 68 extern int PrintDebuggingText(const char* t, ...); 571 …PrintDebuggingText("Gun Position x:%d,y:%d,z:%d\n",twPtr->RestPosition.vx,twPtr->RestPosition.vy,t… in WinMain()
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H A D | d3d_render.cpp | 5462 PrintDebuggingText("%f %f\n",leftU,rightU); in DrawPredatorVisionChangeOverlay() 5541 PrintDebuggingText("%f %f\n",leftU,rightU); in DrawPredatorVisionChangeOverlay()
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H A D | pldnet.c | 1607 PrintDebuggingText("Bytes/Second: %d\n",GetBytesPerSecond(0)); in NetSendMessages() 1752 PrintDebuggingText("Bytes/Second: %d\n",GetBytesPerSecond(numBytes)); in NetSendMessages()
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