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Searched refs:VMA (Results 1 – 25 of 1866) sorted by relevance

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/dports/games/openarena/openarena-engine-source-0.8.8/code/server/
H A Dsv_game.c311 Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); in SV_GameSystemCalls()
345 return FS_GetFileList( VMA(1), VMA(2), VMA(3), args[4] ); in SV_GameSystemCalls()
365 return SV_AreaEntities( VMA(1), VMA(2), VMA(3), args[4] ); in SV_GameSystemCalls()
371 SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse ); in SV_GameSystemCalls()
374 SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue ); in SV_GameSystemCalls()
469 return botlib_export->Test( args[1], VMA(2), VMA(3), VMA(4) ); in SV_GameSystemCalls()
502 return botlib_export->aas.AAS_TraceAreas( VMA(1), VMA(2), VMA(3), VMA(4), args[5] ); in SV_GameSystemCalls()
642 …b_export->ai.BotInitialChat( args[1], VMA(2), args[3], VMA(4), VMA(5), VMA(6), VMA(7), VMA(8), VMA in SV_GameSystemCalls()
647 …xport->ai.BotReplyChat( args[1], VMA(2), args[3], args[4], VMA(5), VMA(6), VMA(7), VMA(8), VMA(9),… in SV_GameSystemCalls()
830 MatrixMultiply( VMA(1), VMA(2), VMA(3) ); in SV_GameSystemCalls()
[all …]
/dports/games/openarena-server/openarena-engine-source-0.8.8/code/server/
H A Dsv_game.c311 Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); in SV_GameSystemCalls()
345 return FS_GetFileList( VMA(1), VMA(2), VMA(3), args[4] ); in SV_GameSystemCalls()
365 return SV_AreaEntities( VMA(1), VMA(2), VMA(3), args[4] ); in SV_GameSystemCalls()
371 SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse ); in SV_GameSystemCalls()
374 SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue ); in SV_GameSystemCalls()
469 return botlib_export->Test( args[1], VMA(2), VMA(3), VMA(4) ); in SV_GameSystemCalls()
502 return botlib_export->aas.AAS_TraceAreas( VMA(1), VMA(2), VMA(3), VMA(4), args[5] ); in SV_GameSystemCalls()
642 …b_export->ai.BotInitialChat( args[1], VMA(2), args[3], VMA(4), VMA(5), VMA(6), VMA(7), VMA(8), VMA in SV_GameSystemCalls()
647 …xport->ai.BotReplyChat( args[1], VMA(2), args[3], args[4], VMA(5), VMA(6), VMA(7), VMA(8), VMA(9),… in SV_GameSystemCalls()
830 MatrixMultiply( VMA(1), VMA(2), VMA(3) ); in SV_GameSystemCalls()
[all …]
/dports/games/iortcw/iortcw-1.51c/SP/code/server/
H A Dsv_game.c314 Cvar_Register( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); in SV_GameSystemCalls()
344 FS_Rename( VMA( 1 ), VMA( 2 ) ); in SV_GameSystemCalls()
353 return FS_GetFileList( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); in SV_GameSystemCalls()
371 return SV_AreaEntities( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); in SV_GameSystemCalls()
377 …SV_Trace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], /* int capsule */ qf… in SV_GameSystemCalls()
380 …SV_Trace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], /* int capsule */ qt… in SV_GameSystemCalls()
514 return botlib_export->aas.AAS_TraceAreas( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), args[5] ); in SV_GameSystemCalls()
680 …->ai.BotInitialChat( args[1], VMA( 2 ), args[3], VMA( 4 ), VMA( 5 ), VMA( 6 ), VMA( 7 ), VMA( 8 ),… in SV_GameSystemCalls()
685 …i.BotReplyChat( args[1], VMA( 2 ), args[3], args[4], VMA( 5 ), VMA( 6 ), VMA( 7 ), VMA( 8 ), VMA( … in SV_GameSystemCalls()
867 MatrixMultiply( VMA( 1 ), VMA( 2 ), VMA( 3 ) ); in SV_GameSystemCalls()
[all …]
/dports/games/iortcw/iortcw-1.51c/MP/code/server/
H A Dsv_game.c321 Cvar_Register( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); in SV_GameSystemCalls()
351 FS_Rename( VMA( 1 ), VMA( 2 ) ); in SV_GameSystemCalls()
357 return FS_GetFileList( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); in SV_GameSystemCalls()
375 return SV_AreaEntities( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); in SV_GameSystemCalls()
381 …SV_Trace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], /* int capsule */ qf… in SV_GameSystemCalls()
384 …SV_Trace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], /* int capsule */ qt… in SV_GameSystemCalls()
518 return botlib_export->aas.AAS_TraceAreas( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), args[5] ); in SV_GameSystemCalls()
681 …->ai.BotInitialChat( args[1], VMA( 2 ), args[3], VMA( 4 ), VMA( 5 ), VMA( 6 ), VMA( 7 ), VMA( 8 ),… in SV_GameSystemCalls()
686 …i.BotReplyChat( args[1], VMA( 2 ), args[3], args[4], VMA( 5 ), VMA( 6 ), VMA( 7 ), VMA( 8 ), VMA( … in SV_GameSystemCalls()
868 MatrixMultiply( VMA( 1 ), VMA( 2 ), VMA( 3 ) ); in SV_GameSystemCalls()
[all …]
/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/server/
H A Dsv_game.c320 Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); in SV_GameSystemCalls()
354 return FS_GetFileList( VMA(1), VMA(2), VMA(3), args[4] ); in SV_GameSystemCalls()
374 return SV_AreaEntities( VMA(1), VMA(2), VMA(3), args[4] ); in SV_GameSystemCalls()
376 return SV_EntityContact( VMA(1), VMA(2), VMA(3), TT_AABB ); in SV_GameSystemCalls()
380 SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], TT_AABB ); in SV_GameSystemCalls()
383 SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], TT_CAPSULE ); in SV_GameSystemCalls()
515 return botlib_export->aas.AAS_TraceAreas( VMA(1), VMA(2), VMA(3), VMA(4), args[5] ); in SV_GameSystemCalls()
655 …b_export->ai.BotInitialChat( args[1], VMA(2), args[3], VMA(4), VMA(5), VMA(6), VMA(7), VMA(8), VMA in SV_GameSystemCalls()
660 …xport->ai.BotReplyChat( args[1], VMA(2), args[3], args[4], VMA(5), VMA(6), VMA(7), VMA(8), VMA(9),… in SV_GameSystemCalls()
843 MatrixMultiply( VMA(1), VMA(2), VMA(3) ); in SV_GameSystemCalls()
[all …]
/dports/games/ioquake3-server/ioquake3-1.36/code/server/
H A Dsv_game.c314 Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); in SV_GameSystemCalls()
348 return FS_GetFileList( VMA(1), VMA(2), VMA(3), args[4] ); in SV_GameSystemCalls()
368 return SV_AreaEntities( VMA(1), VMA(2), VMA(3), args[4] ); in SV_GameSystemCalls()
374 SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse ); in SV_GameSystemCalls()
377 SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue ); in SV_GameSystemCalls()
472 return botlib_export->Test( args[1], VMA(2), VMA(3), VMA(4) ); in SV_GameSystemCalls()
505 return botlib_export->aas.AAS_TraceAreas( VMA(1), VMA(2), VMA(3), VMA(4), args[5] ); in SV_GameSystemCalls()
645 …b_export->ai.BotInitialChat( args[1], VMA(2), args[3], VMA(4), VMA(5), VMA(6), VMA(7), VMA(8), VMA in SV_GameSystemCalls()
650 …xport->ai.BotReplyChat( args[1], VMA(2), args[3], args[4], VMA(5), VMA(6), VMA(7), VMA(8), VMA(9),… in SV_GameSystemCalls()
833 MatrixMultiply( VMA(1), VMA(2), VMA(3) ); in SV_GameSystemCalls()
[all …]
/dports/games/ioquake3/ioquake3-1.36/code/server/
H A Dsv_game.c314 Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); in SV_GameSystemCalls()
348 return FS_GetFileList( VMA(1), VMA(2), VMA(3), args[4] ); in SV_GameSystemCalls()
368 return SV_AreaEntities( VMA(1), VMA(2), VMA(3), args[4] ); in SV_GameSystemCalls()
374 SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse ); in SV_GameSystemCalls()
377 SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue ); in SV_GameSystemCalls()
472 return botlib_export->Test( args[1], VMA(2), VMA(3), VMA(4) ); in SV_GameSystemCalls()
505 return botlib_export->aas.AAS_TraceAreas( VMA(1), VMA(2), VMA(3), VMA(4), args[5] ); in SV_GameSystemCalls()
645 …b_export->ai.BotInitialChat( args[1], VMA(2), args[3], VMA(4), VMA(5), VMA(6), VMA(7), VMA(8), VMA in SV_GameSystemCalls()
650 …xport->ai.BotReplyChat( args[1], VMA(2), args[3], args[4], VMA(5), VMA(6), VMA(7), VMA(8), VMA(9),… in SV_GameSystemCalls()
833 MatrixMultiply( VMA(1), VMA(2), VMA(3) ); in SV_GameSystemCalls()
[all …]
/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/server/
H A Dsv_game.c319 Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); in SV_GameSystemCalls()
353 return FS_GetFileList( VMA(1), VMA(2), VMA(3), args[4] ); in SV_GameSystemCalls()
373 return SV_AreaEntities( VMA(1), VMA(2), VMA(3), args[4] ); in SV_GameSystemCalls()
379 SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse ); in SV_GameSystemCalls()
382 SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue ); in SV_GameSystemCalls()
477 return botlib_export->Test( args[1], VMA(2), VMA(3), VMA(4) ); in SV_GameSystemCalls()
510 return botlib_export->aas.AAS_TraceAreas( VMA(1), VMA(2), VMA(3), VMA(4), args[5] ); in SV_GameSystemCalls()
650 …b_export->ai.BotInitialChat( args[1], VMA(2), args[3], VMA(4), VMA(5), VMA(6), VMA(7), VMA(8), VMA in SV_GameSystemCalls()
655 …xport->ai.BotReplyChat( args[1], VMA(2), args[3], args[4], VMA(5), VMA(6), VMA(7), VMA(8), VMA(9),… in SV_GameSystemCalls()
838 MatrixMultiply( VMA(1), VMA(2), VMA(3) ); in SV_GameSystemCalls()
[all …]
/dports/games/evq3/evq3/code/server/
H A Dsv_game.c319 Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); in SV_GameSystemCalls()
353 return FS_GetFileList( VMA(1), VMA(2), VMA(3), args[4] ); in SV_GameSystemCalls()
373 return SV_AreaEntities( VMA(1), VMA(2), VMA(3), args[4] ); in SV_GameSystemCalls()
379 SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse ); in SV_GameSystemCalls()
382 SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue ); in SV_GameSystemCalls()
477 return botlib_export->Test( args[1], VMA(2), VMA(3), VMA(4) ); in SV_GameSystemCalls()
510 return botlib_export->aas.AAS_TraceAreas( VMA(1), VMA(2), VMA(3), VMA(4), args[5] ); in SV_GameSystemCalls()
650 …b_export->ai.BotInitialChat( args[1], VMA(2), args[3], VMA(4), VMA(5), VMA(6), VMA(7), VMA(8), VMA in SV_GameSystemCalls()
655 …xport->ai.BotReplyChat( args[1], VMA(2), args[3], args[4], VMA(5), VMA(6), VMA(7), VMA(8), VMA(9),… in SV_GameSystemCalls()
838 MatrixMultiply( VMA(1), VMA(2), VMA(3) ); in SV_GameSystemCalls()
[all …]
/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/client/
H A Dcl_cgame.c428 Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); in CL_CgameSystemCalls()
434 Cvar_Set( VMA(1), VMA(2) ); in CL_CgameSystemCalls()
464 return FS_GetFileList( VMA(1), VMA(2), VMA(3), args[4] ); in CL_CgameSystemCalls()
501 CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], TT_AABB ); in CL_CgameSystemCalls()
504 CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], TT_CAPSULE ); in CL_CgameSystemCalls()
507 CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), in CL_CgameSystemCalls()
511 CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), in CL_CgameSystemCalls()
518 CM_TransformedBiSphereTrace( VMA(1), VMA(2), VMA(3), VMF(4), VMF(5), in CL_CgameSystemCalls()
522 return re.MarkFragments( args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7) ); in CL_CgameSystemCalls()
578 return re.LightForPoint( VMA(1), VMA(2), VMA(3), VMA(4) ); in CL_CgameSystemCalls()
[all …]
/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/client/
H A Dcl_cgame.c426 Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); in CL_CgameSystemCalls()
432 Cvar_Set( VMA(1), VMA(2) ); in CL_CgameSystemCalls()
494 CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse ); in CL_CgameSystemCalls()
497 CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue ); in CL_CgameSystemCalls()
500 …CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), … in CL_CgameSystemCalls()
503 …CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), … in CL_CgameSystemCalls()
506 return re.MarkFragments( args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7) ); in CL_CgameSystemCalls()
562 return re.LightForPoint( VMA(1), VMA(2), VMA(3), VMA(4) ); in CL_CgameSystemCalls()
625 strncpy( VMA(1), VMA(2), args[3] ); in CL_CgameSystemCalls()
681 re.RemapShader( VMA(1), VMA(2), VMA(3) ); in CL_CgameSystemCalls()
[all …]
/dports/games/openjk/OpenJK-07675e2/codemp/client/
H A Dcl_cgameapi.cpp844 Com_Memcpy( VMA(1), VMA(2), args[3] ); in CL_CgameSystemCalls()
864 MatrixMultiply( (vec3_t *)VMA(1), (vec3_t *)VMA(2), (vec3_t *)VMA(3) ); in CL_CgameSystemCalls()
868 AngleVectors( (const float *)VMA(1), (float *)VMA(2), (float *)VMA(3), (float *)VMA(4) ); in CL_CgameSystemCalls()
1161 return re->LightForPoint( (float *)VMA(1), (float *)VMA(2), (float *)VMA(3), (float *)VMA(4) ); in CL_CgameSystemCalls()
1492 …ltMatrix(VMA(1), args[2], args[3], (mdxaBone_t *)VMA(4), (const float *)VMA(5),(const float *)VMA(… in CL_CgameSystemCalls()
1498 …RecNoRot(VMA(1), args[2], args[3], (mdxaBone_t *)VMA(4), (const float *)VMA(5),(const float *)VMA(… in CL_CgameSystemCalls()
1507 …lisionRecord_t*)VMA(1), VMA(2), (const float*)VMA(3), (const float*)VMA(4), args[5], args[6], (flo… in CL_CgameSystemCalls()
1511 …lisionRecord_t*)VMA(1), VMA(2), (const float*)VMA(3), (const float*)VMA(4), args[5], args[6], (flo… in CL_CgameSystemCalls()
1525 …etBoneAnim( VMA(1), (const char *)VMA(2), args[3], (float *)VMA(4), (int *)VMA(5), (int *)VMA(6), … in CL_CgameSystemCalls()
1615 return CL_G2API_RagPCJConstraint( VMA(1), (const char *)VMA(2), (float *)VMA(3), (float *)VMA(4)); in CL_CgameSystemCalls()
[all …]
H A Dcl_uiapi.cpp749 Com_Memcpy( VMA(1), VMA(2), args[3] ); in CL_UISystemCalls()
769 MatrixMultiply( (vec3_t *)VMA(1), (vec3_t *)VMA(2), (vec3_t *)VMA(3) ); in CL_UISystemCalls()
773 AngleVectors( (const float *)VMA(1), (float *)VMA(2), (float *)VMA(3), (float *)VMA(4) ); in CL_UISystemCalls()
810 Cvar_Register( (vmCvar_t *)VMA(1), (const char *)VMA(2), (const char *)VMA(3), args[4] ); in CL_UISystemCalls()
1125 re->RemapShader( (const char *)VMA(1), (const char *)VMA(2), (const char *)VMA(3) ); in CL_UISystemCalls()
1150 CL_G2API_SetGhoul2ModelIndexes( VMA(1),(qhandle_t *)VMA(2),(qhandle_t *)VMA(3)); in CL_UISystemCalls()
1154 …ltMatrix(VMA(1), args[2], args[3], (mdxaBone_t *)VMA(4), (const float *)VMA(5),(const float *)VMA(… in CL_UISystemCalls()
1157 …onstruct(VMA(1), args[2], args[3], (mdxaBone_t *)VMA(4), (const float *)VMA(5),(const float *)VMA(… in CL_UISystemCalls()
1160 …RecNoRot(VMA(1), args[2], args[3], (mdxaBone_t *)VMA(4), (const float *)VMA(5),(const float *)VMA(… in CL_UISystemCalls()
1186 …_GetBoneAnim(VMA(1), (const char*)VMA(2), args[3], (float *)VMA(4), (int *)VMA(5), (int *)VMA(6), … in CL_UISystemCalls()
[all …]
/dports/games/openjk/OpenJK-07675e2/code/client/
H A Dcl_cgame.cpp821 Cvar_Register( (vmCvar_t *) VMA(1), (const char *) VMA(2), (const char *) VMA(3), args[4] ); in CL_CgameSystemCalls()
884 …CM_BoxTrace( (trace_t *) VMA(1), (const float *) VMA(2), (const float *) VMA(3), (const float *) V… in CL_CgameSystemCalls()
887VMA(1), (const float *) VMA(2), (const float *) VMA(3), (const float *) VMA(4), (const float *) VM… in CL_CgameSystemCalls()
890 …gments( args[1], (float(*)[3]) VMA(2), (const float *) VMA(3), args[4], (float *) VMA(5), args[6],… in CL_CgameSystemCalls()
892 CM_SnapPVS((float(*))VMA(1),(byte *) VMA(2)); in CL_CgameSystemCalls()
915 …return S_AddLocalSet( (const char *) VMA(1), (float *) VMA(2), (float *) VMA(3), args[4], args[5] … in CL_CgameSystemCalls()
983 return re.AnyLanguage_ReadCharFromString( (char *) VMA(1), (int *) VMA(2), (qboolean *) VMA(3) ); in CL_CgameSystemCalls()
1000 return re.R_inPVS((float *) VMA(1), (float *) VMA(2)); in CL_CgameSystemCalls()
1003 …return re.GetLighting( (const float * ) VMA(1), (float *) VMA(2), (float *) VMA(3), (float *) VMA(… in CL_CgameSystemCalls()
1072 Com_SetOrgAngles((float *)VMA(1),(float *)VMA(2)); in CL_CgameSystemCalls()
[all …]
/dports/games/iortcw/iortcw-1.51c/MP/code/client/
H A Dcl_cgame.c520 Cvar_Register( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); in CL_CgameSystemCalls()
526 Cvar_SetSafe( VMA(1), VMA(2) ); in CL_CgameSystemCalls()
585 …CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], /*int capsule*/ q… in CL_CgameSystemCalls()
588 …CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], VMA( 8… in CL_CgameSystemCalls()
591 …CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], /*int capsule*/ q… in CL_CgameSystemCalls()
594 …CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], VMA( 8… in CL_CgameSystemCalls()
597 return re.MarkFragments( args[1], VMA( 2 ), VMA( 3 ), args[4], VMA( 5 ), args[6], VMA( 7 ) ); in CL_CgameSystemCalls()
711 return re.LerpTag( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); in CL_CgameSystemCalls()
757 strncpy( VMA(1), VMA(2), args[3] ); in CL_CgameSystemCalls()
817 re.RemapShader( VMA( 1 ), VMA( 2 ), VMA( 3 ) ); in CL_CgameSystemCalls()
[all …]
H A Dcl_ui.c755 Cvar_Register( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); in CL_UISystemCalls()
763 Cvar_SetSafe( VMA(1), VMA(2) ); in CL_UISystemCalls()
824 return FS_GetFileList( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); in CL_UISystemCalls()
874 re.ModelBounds( args[1], VMA( 2 ), VMA( 3 ) ); in CL_UISystemCalls()
882 return re.LerpTag( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); in CL_UISystemCalls()
1036 Com_Memcpy( VMA(1), VMA(2), args[3] ); in CL_UISystemCalls()
1040 strncpy( VMA(1), VMA(2), args[3] ); in CL_UISystemCalls()
1076 S_StartBackgroundTrack( VMA( 1 ), VMA( 2 ) ); in CL_UISystemCalls()
1101 re.RemapShader( VMA( 1 ), VMA( 2 ), VMA( 3 ) ); in CL_UISystemCalls()
1105 return CL_CDKeyValidate( VMA( 1 ), VMA( 2 ) ); in CL_UISystemCalls()
[all …]
/dports/games/iortcw/iortcw-1.51c/SP/code/client/
H A Dcl_cgame.c439 Cvar_Register( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); in CL_CgameSystemCalls()
445 Cvar_SetSafe( VMA(1), VMA(2) ); in CL_CgameSystemCalls()
504 …CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], /*int capsule*/ q… in CL_CgameSystemCalls()
507 …CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], VMA( 8… in CL_CgameSystemCalls()
510 …CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], /*int capsule*/ q… in CL_CgameSystemCalls()
513 …CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], VMA( 8… in CL_CgameSystemCalls()
516 return re.MarkFragments( args[1], VMA( 2 ), VMA( 3 ), args[4], VMA( 5 ), args[6], VMA( 7 ) ); in CL_CgameSystemCalls()
649 return re.LerpTag( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); in CL_CgameSystemCalls()
692 strncpy( VMA(1), VMA(2), args[3] ); in CL_CgameSystemCalls()
752 re.RemapShader( VMA( 1 ), VMA( 2 ), VMA( 3 ) ); in CL_CgameSystemCalls()
[all …]
H A Dcl_ui.c752 Cvar_Register( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); in CL_UISystemCalls()
760 Cvar_SetSafe( VMA(1), VMA(2) ); in CL_UISystemCalls()
779 Cvar_Register( NULL, VMA(1), VMA(2), args[3] ); in CL_UISystemCalls()
830 return FS_GetFileList( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); in CL_UISystemCalls()
880 re.ModelBounds( args[1], VMA( 2 ), VMA( 3 ) ); in CL_UISystemCalls()
888 return re.LerpTag( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); in CL_UISystemCalls()
1046 Com_Memcpy( VMA(1), VMA(2), args[3] ); in CL_UISystemCalls()
1050 strncpy( VMA(1), VMA(2), args[3] ); in CL_UISystemCalls()
1086 S_StartBackgroundTrack( VMA( 1 ), VMA( 2 ) ); in CL_UISystemCalls()
1111 re.RemapShader( VMA( 1 ), VMA( 2 ), VMA( 3 ) ); in CL_UISystemCalls()
[all …]
/dports/games/ioquake3-server/ioquake3-1.36/code/client/
H A Dcl_cgame.c426 Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); in CL_CgameSystemCalls()
432 Cvar_Set( VMA(1), VMA(2) ); in CL_CgameSystemCalls()
494 CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse ); in CL_CgameSystemCalls()
497 CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue ); in CL_CgameSystemCalls()
500 …CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), … in CL_CgameSystemCalls()
503 …CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), … in CL_CgameSystemCalls()
506 return re.MarkFragments( args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7) ); in CL_CgameSystemCalls()
562 return re.LightForPoint( VMA(1), VMA(2), VMA(3), VMA(4) ); in CL_CgameSystemCalls()
625 strncpy( VMA(1), VMA(2), args[3] ); in CL_CgameSystemCalls()
681 re.RemapShader( VMA(1), VMA(2), VMA(3) ); in CL_CgameSystemCalls()
[all …]
H A Dcl_ui.c720 Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); in CL_UISystemCalls()
728 Cvar_Set( VMA(1), VMA(2) ); in CL_UISystemCalls()
747 Cvar_Get( VMA(1), VMA(2), args[3] ); in CL_UISystemCalls()
789 return FS_GetFileList( VMA(1), VMA(2), VMA(3), args[4] ); in CL_UISystemCalls()
832 re.ModelBounds( args[1], VMA(2), VMA(3) ); in CL_UISystemCalls()
980 re.RegisterFont( VMA(1), args[2], VMA(3)); in CL_UISystemCalls()
988 Com_Memcpy( VMA(1), VMA(2), args[3] ); in CL_UISystemCalls()
992 strncpy( VMA(1), VMA(2), args[3] ); in CL_UISystemCalls()
1028 S_StartBackgroundTrack( VMA(1), VMA(2)); in CL_UISystemCalls()
1053 re.RemapShader( VMA(1), VMA(2), VMA(3) ); in CL_UISystemCalls()
[all …]
/dports/games/ioquake3/ioquake3-1.36/code/client/
H A Dcl_cgame.c426 Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); in CL_CgameSystemCalls()
432 Cvar_Set( VMA(1), VMA(2) ); in CL_CgameSystemCalls()
494 CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse ); in CL_CgameSystemCalls()
497 CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue ); in CL_CgameSystemCalls()
500 …CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), … in CL_CgameSystemCalls()
503 …CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), … in CL_CgameSystemCalls()
506 return re.MarkFragments( args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7) ); in CL_CgameSystemCalls()
562 return re.LightForPoint( VMA(1), VMA(2), VMA(3), VMA(4) ); in CL_CgameSystemCalls()
625 strncpy( VMA(1), VMA(2), args[3] ); in CL_CgameSystemCalls()
681 re.RemapShader( VMA(1), VMA(2), VMA(3) ); in CL_CgameSystemCalls()
[all …]
/dports/games/openarena/openarena-engine-source-0.8.8/code/client/
H A Dcl_cgame.c428 Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); in CL_CgameSystemCalls()
434 Cvar_Set( VMA(1), VMA(2) ); in CL_CgameSystemCalls()
496 CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse ); in CL_CgameSystemCalls()
499 CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue ); in CL_CgameSystemCalls()
502 …CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), … in CL_CgameSystemCalls()
505 …CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), … in CL_CgameSystemCalls()
508 return re.MarkFragments( args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7) ); in CL_CgameSystemCalls()
564 return re.LightForPoint( VMA(1), VMA(2), VMA(3), VMA(4) ); in CL_CgameSystemCalls()
627 strncpy( VMA(1), VMA(2), args[3] ); in CL_CgameSystemCalls()
683 re.RemapShader( VMA(1), VMA(2), VMA(3) ); in CL_CgameSystemCalls()
[all …]
/dports/games/openarena-server/openarena-engine-source-0.8.8/code/client/
H A Dcl_cgame.c428 Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); in CL_CgameSystemCalls()
434 Cvar_Set( VMA(1), VMA(2) ); in CL_CgameSystemCalls()
496 CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse ); in CL_CgameSystemCalls()
499 CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue ); in CL_CgameSystemCalls()
502 …CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), … in CL_CgameSystemCalls()
505 …CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), … in CL_CgameSystemCalls()
508 return re.MarkFragments( args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7) ); in CL_CgameSystemCalls()
564 return re.LightForPoint( VMA(1), VMA(2), VMA(3), VMA(4) ); in CL_CgameSystemCalls()
627 strncpy( VMA(1), VMA(2), args[3] ); in CL_CgameSystemCalls()
683 re.RemapShader( VMA(1), VMA(2), VMA(3) ); in CL_CgameSystemCalls()
[all …]
/dports/games/evq3/evq3/code/client/
H A Dcl_cgame.c428 Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); in CL_CgameSystemCalls()
434 Cvar_Set( VMA(1), VMA(2) ); in CL_CgameSystemCalls()
496 CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse ); in CL_CgameSystemCalls()
499 CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue ); in CL_CgameSystemCalls()
502 …CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), … in CL_CgameSystemCalls()
505 …CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), … in CL_CgameSystemCalls()
508 return re.MarkFragments( args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7) ); in CL_CgameSystemCalls()
564 return re.LightForPoint( VMA(1), VMA(2), VMA(3), VMA(4) ); in CL_CgameSystemCalls()
627 strncpy( VMA(1), VMA(2), args[3] ); in CL_CgameSystemCalls()
683 re.RemapShader( VMA(1), VMA(2), VMA(3) ); in CL_CgameSystemCalls()
[all …]
/dports/games/openjk/OpenJK-07675e2/codemp/server/
H A Dsv_gameapi.cpp1786 MatrixMultiply( (vec3_t *)VMA(1), (vec3_t *)VMA(2), (vec3_t *)VMA(3) ); in SV_GameSystemCalls()
1790 AngleVectors( (const float *)VMA(1), (float *)VMA(2), (float *)VMA(3), (float *)VMA(4) ); in SV_GameSystemCalls()
2425 …har *)VMA(2), args[3], (char *)VMA(4), (char *)VMA(5), (char *)VMA(6), (char *)VMA(7), (char *)VMA in SV_GameSystemCalls()
2430 …)VMA(2), args[3], args[4], (char *)VMA(5), (char *)VMA(6), (char *)VMA(7), (char *)VMA(8), (char *… in SV_GameSystemCalls()
2607 …ltMatrix(VMA(1), args[2], args[3], (mdxaBone_t *)VMA(4), (const float *)VMA(5),(const float *)VMA(… in SV_GameSystemCalls()
2645 return SV_G2API_GetBoneAnim(VMA(1), (const char*)VMA(2), args[3], (float *)VMA(4), (int *)VMA(5), in SV_GameSystemCalls()
2646 (int *)VMA(6), (int *)VMA(7), (float *)VMA(8), (int *)VMA(9), args[10]); in SV_GameSystemCalls()
2692 …lisionRecord_t*)VMA(1), VMA(2), (const float*)VMA(3), (const float*)VMA(4), args[5], args[6], (flo… in SV_GameSystemCalls()
2696 …lisionRecord_t*)VMA(1), VMA(2), (const float*)VMA(3), (const float*)VMA(4), args[5], args[6], (flo… in SV_GameSystemCalls()
2728 return SV_G2API_RagPCJConstraint(VMA(1), (const char *)VMA(2), (float *)VMA(3), (float *)VMA(4)); in SV_GameSystemCalls()
[all …]

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