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Searched refs:bloodcolor (Results 1 – 4 of 4) sorted by relevance

/dports/games/zdoom/zdoom-2.8.1/src/
H A Dp_mobj.cpp1134 PalEntry bloodcolor = GetBloodColor(); in Grind() local
1135 if (bloodcolor!=0) Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a); in Grind()
1176 PalEntry bloodcolor = GetBloodColor(); in Grind() local
1177 if (bloodcolor != 0) in Grind()
5094 PalEntry bloodcolor = originator->GetBloodColor(); in P_SpawnBlood() local
5176 P_DrawSplash2 (40, x, y, z, dir, 2, bloodcolor); in P_SpawnBlood()
5187 PalEntry bloodcolor = originator->GetBloodColor(); in P_BloodSplatter() local
5206 if (bloodcolor!=0 && !(mo->flags2 & MF2_DONTTRANSLATE)) in P_BloodSplatter()
5227 PalEntry bloodcolor = originator->GetBloodColor(); in P_BloodSplatter2() local
5267 PalEntry bloodcolor = bleeder->GetBloodColor(); in P_RipperBlood() local
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H A Dp_map.cpp4055 PalEntry bloodcolor = actor->GetBloodColor(); in P_TraceBleed() local
4056 if (bloodcolor != 0) in P_TraceBleed()
4058 bloodcolor.r >>= 1; // the full color is too bright for blood decals in P_TraceBleed()
4059 bloodcolor.g >>= 1; in P_TraceBleed()
4060 bloodcolor.b >>= 1; in P_TraceBleed()
4061 bloodcolor.a = 1; in P_TraceBleed()
4068 bloodcolor); in P_TraceBleed()
5130 PalEntry bloodcolor = thing->GetBloodColor(); in P_DoCrunch() local
5143 if (bloodcolor != 0 && !(mo->flags2 & MF2_DONTTRANSLATE)) in P_DoCrunch()
5145 mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a); in P_DoCrunch()
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/dports/games/zdoom/zdoom-2.8.1/src/thingdef/
H A Dthingdef_properties.cpp1009 DEFINE_PROPERTY(bloodcolor, C, Actor) in DEFINE_PROPERTY() argument
H A Dthingdef_codeptr.cpp1907 PalEntry bloodcolor = self->GetBloodColor(); in InitSpawnedItem() local
1908 mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a); in InitSpawnedItem()