Searched refs:SM_fluid (Results 1 – 9 of 9) sorted by relevance
469 if( s1p->model > SM_fluid ) in P_CheckSight()493 if( s2p->model > SM_fluid ) in P_CheckSight()605 if( s1p->model > SM_fluid ) in P_CheckSight2()629 if( s2p->model > SM_fluid ) in P_CheckSight2()
2778 && (sector->model < SM_fluid) // not water in P_PlayerOnSpecial3DFloor()2831 if (sector->model > SM_fluid) // check for water in P_PlayerInSpecialSector()2843 && (sector->model < SM_fluid) // not in water in P_PlayerInSpecialSector()3625 waterheight = ((sec->model > SM_fluid) in T_Scroll()4055 else if( sec->model >= SM_fluid ) in P_Update_Special_Sector()4267 if (sec->model > SM_fluid) // special water sector in T_Pusher()4372 if (sec->model > SM_fluid) // Legacy and Boom water in T_Pusher()
331 SM_fluid, // start of fluid sectors enumerator
877 || (frontsector->model > SM_fluid in R_Subsector()894 || (frontsector->model > SM_fluid in R_Subsector()
2600 || (frontsector->model > SM_fluid) in R_StoreWallRange()2624 || (frontsector->model > SM_fluid && in R_StoreWallRange()2927 if (frontsector->model > SM_fluid) in R_StoreWallRange()
1279 viewer_has_model = viewer_sector->model > SM_fluid; in R_SetupFrame()
1565 thing_has_model = thingsector->model > SM_fluid; // water in R_ProjectSprite()1757 if(sec->model < SM_fluid) lightlevel = sec->lightlevel; in R_AddSprites()
300 && (secp->model > SM_fluid) // check for water in P_GetFriction()
3449 if(sec->model < SM_fluid) lightlevel = sec->lightlevel; in HWR_AddSprites()3629 thing_has_model = thingsector->model > SM_fluid; // water in HWR_ProjectSprite()