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Searched refs:aim_offscreen (Results 1 – 6 of 6) sorted by relevance

/dports/games/libretro-snes9x2010/snes9x2010-714b1c8/src/
H A Dcontrols.h234 uint8 aim_offscreen:1; member
251 uint8 aim_offscreen:1; member
H A Dcontrols.c589 …if ((cmd.commandunion.button.scope.aim_offscreen = strncmp(s, "AimOffscreen", 12) ? 0 : 1)) { … in S9xGetCommandT()
610 …if ((cmd.commandunion.button.justifier.aim_offscreen = strncmp(s, "AimOffscreen", 12) ? 0 : 1)) { … in S9xGetCommandT()
753 if (cmd.commandunion.button.scope.aim_offscreen) i |= SUPERSCOPE_OFFSCREEN; in S9xApplyCommand()
785 …if (cmd.commandunion.button.justifier.aim_offscreen) justifier.offscreen[cmd.commandunion.button.j… in S9xApplyCommand()
/dports/games/libretro-snes9x/snes9x-73aa348/
H A Dcontrols.h73 uint8 aim_offscreen:1; // Pretend we're pointing the gun offscreen (ignore the pointer) member
89 uint8 aim_offscreen:1; // Pretend we're pointing the gun offscreen (ignore the pointer) member
H A Dcontrols.cpp916 … !command.button.scope.turbo && !command.button.scope.pause && !command.button.scope.aim_offscreen) in S9xGetCommandName()
921 if (command.button.scope.aim_offscreen) s += " AimOffscreen"; in S9xGetCommandName()
932 …on.justifier.trigger && !command.button.justifier.start && !command.button.justifier.aim_offscreen) in S9xGetCommandName()
938 if (command.button.justifier.aim_offscreen) s += " AimOffscreen"; in S9xGetCommandName()
1278 …if ((cmd.button.scope.aim_offscreen = strncmp(s, "AimOffscreen", 12) ? 0 : 1)) { s += i = 12; … in S9xGetCommandT()
1299 …if ((cmd.button.justifier.aim_offscreen = strncmp(s, "AimOffscreen", 12) ? 0 : 1)) { s += i = 12; … in S9xGetCommandT()
2078 if (cmd.button.scope.aim_offscreen) i |= SUPERSCOPE_OFFSCREEN; in S9xApplyCommand()
2112 …if (cmd.button.justifier.aim_offscreen) justifier.offscreen[cmd.button.justifier.idx] = data1 ? 1 … in S9xApplyCommand()
/dports/emulators/snes9x-gtk/snes9x-1.54.1/
H A Dcontrols.h247 uint8 aim_offscreen:1; // Pretend we're pointing the gun offscreen (ignore the pointer) member
263 uint8 aim_offscreen:1; // Pretend we're pointing the gun offscreen (ignore the pointer) member
H A Dcontrols.cpp1015 … !command.button.scope.turbo && !command.button.scope.pause && !command.button.scope.aim_offscreen) in S9xGetCommandName()
1020 if (command.button.scope.aim_offscreen) s += " AimOffscreen"; in S9xGetCommandName()
1031 …on.justifier.trigger && !command.button.justifier.start && !command.button.justifier.aim_offscreen) in S9xGetCommandName()
1037 if (command.button.justifier.aim_offscreen) s += " AimOffscreen"; in S9xGetCommandName()
1365 …if ((cmd.button.scope.aim_offscreen = strncmp(s, "AimOffscreen", 12) ? 0 : 1)) { s += i = 12; … in S9xGetCommandT()
1386 …if ((cmd.button.justifier.aim_offscreen = strncmp(s, "AimOffscreen", 12) ? 0 : 1)) { s += i = 12; … in S9xGetCommandT()
2138 if (cmd.button.scope.aim_offscreen) i |= SUPERSCOPE_OFFSCREEN; in S9xApplyCommand()
2172 …if (cmd.button.justifier.aim_offscreen) justifier.offscreen[cmd.button.justifier.idx] = data1 ? 1 … in S9xApplyCommand()