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Searched refs:WallHitSeg (Results 1 – 2 of 2) sorted by relevance

/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/
H A Dphysics.cpp325 segnum_t WallHitSeg; in do_physics_sim() local
475 WallHitSeg = hit_info.hit_side_seg; in do_physics_sim()
483 …Assert(!((fate==HIT_WALL) && ((WallHitSeg == segment_none) || (WallHitSeg > Highest_segment_index)… in do_physics_sim()
568 obj, hit_speed, Segments.vmptridx(WallHitSeg), WallHitSide, hit_info.hit_pnt); in do_physics_sim()
576 …Player_ScrapeFrame = scrape_player_on_wall(obj, Segments.vmptridx(WallHitSeg), WallHitSide, hit_in… in do_physics_sim()
578 Assert( WallHitSeg != segment_none ); in do_physics_sim()
595 const unique_segment &useg = vcsegptr(WallHitSeg); in do_physics_sim()
603 …LevelUniqueStuckObjectState.add_stuck_object(vcwallptr, obj, Segments.vmptr(WallHitSeg), WallHitSi… in do_physics_sim()
/dports/games/d2x/d2x-0.2.5/main/
H A Dphysics.c348 int WallHitSeg, WallHitSide; in do_physics_sim() local
569 WallHitSeg = hit_info.hit_side_seg; in do_physics_sim()
585 Assert(!((fate==HIT_WALL) && ((WallHitSeg == -1) || (WallHitSeg > Highest_segment_index)))); in do_physics_sim()
700 collide_object_with_wall( obj, hit_speed, WallHitSeg, WallHitSide, &hit_info.hit_pnt ); in do_physics_sim()
702 scrape_object_on_wall(obj, WallHitSeg, WallHitSide, &hit_info.hit_pnt ); in do_physics_sim()
704 Assert( WallHitSeg > -1 ); in do_physics_sim()
712 …forcefield_bounce = (TmapInfo[Segments[WallHitSeg].sides[WallHitSide].tmap_num].flags & TMI_FORCE_… in do_physics_sim()
717 add_stuck_object(obj, WallHitSeg, WallHitSide); in do_physics_sim()