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Searched refs:dasect (Results 1 – 21 of 21) sorted by relevance

/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/
H A Dactors1.c448 long sectcnt, sectend, dasect, startwall, endwall, nextsect; in hitradius() local
461 dasect = s->sectnum; in hitradius()
466 dasect = tempshort[sectcnt++]; in hitradius()
467 if(((sector[dasect].ceilingz-s->z)>>8) < r) in hitradius()
469 … d = klabs(wall[sector[dasect].wallptr].x-s->x)+klabs(wall[sector[dasect].wallptr].y-s->y); in hitradius()
471 checkhitceiling(dasect); in hitradius()
476 checkhitceiling(dasect); in hitradius()
480 startwall = sector[dasect].wallptr; in hitradius()
481 endwall = startwall+sector[dasect].wallnum; in hitradius()
488 for(dasect=sectend-1;dasect>=0;dasect--) in hitradius()
[all …]
H A Dsector1.c400 long i, j, a, p, v, dasect; in doanimations() local
406 dasect = animatesect[i]; in doanimations()
421 if( (sector[dasect].lotag&0xff) != 22 ) in doanimations()
422 callsound(dasect,-1); in doanimations()
433 if (ps[p].cursectnum == dasect) in doanimations()
434 if ((sector[dasect].floorz-ps[p].posz) < (64<<8)) in doanimations()
447 for(j=headspritesect[dasect];j>=0;j=nextspritesect[j]) in doanimations()
452 hittype[j].floorz = sector[dasect].floorz+v; in doanimations()
H A Dplayer5.c54 short dasect; in computergetinput() local
145 &dasect,&dawall,&daspr,&x3,&y3,&z3,CLIPMASK1); in computergetinput()
378 x3 = p->posx; y3 = p->posy; z3 = p->posz; dasect = p->cursectnum; in computergetinput()
379 i = clipmove(&x3,&y3,&z3,&dasect,p->posxv,p->posyv,164L,4L<<8,4L<<8,CLIPMASK0); in computergetinput()
382 x3 = p->posx; y3 = p->posy; z3 = p->posz+(24<<8); dasect = p->cursectnum; in computergetinput()
383 i = clipmove(&x3,&y3,&z3,&dasect,p->posxv,p->posyv,164L,4L<<8,4L<<8,CLIPMASK0); in computergetinput()
/dports/games/jfsw/jfsw-c434002/src/
H A Djplayer.c418 short dasect, dawall, daspr; in computergetinput() local
563 &dasect,&dawall,&daspr,&x3,&y3,&z3,CLIPMASK1); in computergetinput()
600 (100-p->horiz-p->horizoff)*32,&dasect,&dawall,&daspr,&x4,&y4,&z4,CLIPMASK1); in computergetinput()
818 x3 = p->posx; y3 = p->posy; z3 = p->posz; dasect = p->cursectnum; in computergetinput()
819 i = clipmove(&x3,&y3,&z3,&dasect,p->xvect,p->yvect,164L,4L<<8,4L<<8,CLIPMASK0); in computergetinput()
822 x3 = p->posx; y3 = p->posy; z3 = p->posz+(24<<8); dasect = p->cursectnum; in computergetinput()
823 i = clipmove(&x3,&y3,&z3,&dasect,p->xvect,p->yvect,164L,4L<<8,4L<<8,CLIPMASK0); in computergetinput()
H A Dsprite.c1577 short sectlistplc, sectlistend, dasect, startwall, endwall, nextsector; in PreMapCombineFloors() local
1623 dasect = sectlist[sectlistplc++]; in PreMapCombineFloors()
1625 for(j=headspritesect[dasect];j>=0;j=nextspritesect[j]) in PreMapCombineFloors()
1631 startwall = sector[dasect].wallptr; in PreMapCombineFloors()
1632 endwall = startwall + sector[dasect].wallnum; in PreMapCombineFloors()
1653 dasect = pp->cursectnum; in PreMapCombineFloors()
1656 if (sectlist[j] == dasect) in PreMapCombineFloors()
/dports/games/NBlood/NBlood-a1689a4/source/build/src/
H A Dclip.cpp838 auto const sec = (usectorptr_t)&sector[dasect]; in cliptestsector()
845 yax_getzsofslope(dasect, pos.x, pos.y, &dacz, &daz); in cliptestsector()
847 getcorrectzsofslope(dasect, pos.x, pos.y, &dacz, &daz); in cliptestsector()
865 int32_t daz = getflorzofslope_19950829(dasect, pos.x, pos.y); in cliptestsector()
870 daz = getceilzofslope_19950829(dasect, pos.x, pos.y); in cliptestsector()
879 int32_t daz = getflorzofslope(dasect, pos.x, pos.y); in cliptestsector()
884 daz = getceilzofslope(dasect, pos.x, pos.y); in cliptestsector()
1170 int const dasect = clipsectorlist[clipsectcnt++]; in clipmove() local
1176 auto const sec = (usectorptr_t)&sector[dasect]; in clipmove()
1241 int const cb = yax_getbunch(dasect, YAX_CEILING); in clipmove()
[all …]
H A Dengine.cpp13283 void alignceilslope(int16_t dasect, int32_t x, int32_t y, int32_t z) in alignceilslope() argument
13285 auto const wal = (uwallptr_t)&wall[sector[dasect].wallptr]; in alignceilslope()
13293 sector[dasect].ceilingheinum = scale((z-sector[dasect].ceilingz)<<8, in alignceilslope()
13295 if (sector[dasect].ceilingheinum == 0) in alignceilslope()
13296 sector[dasect].ceilingstat &= ~2; in alignceilslope()
13297 else sector[dasect].ceilingstat |= 2; in alignceilslope()
13306 auto const wal = (uwallptr_t)&wall[sector[dasect].wallptr]; in alignflorslope()
13314 sector[dasect].floorheinum = scale((z-sector[dasect].floorz)<<8, in alignflorslope()
13316 if (sector[dasect].floorheinum == 0) in alignflorslope()
13317 sector[dasect].floorstat &= ~2; in alignflorslope()
[all …]
/dports/games/jfsw/jfsw-c434002/jfbuild/include/
H A Dbuild.h449 void alignceilslope(short dasect, int x, int y, int z);
450 void alignflorslope(short dasect, int x, int y, int z);
/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/enginerr/
H A DENGINE.C5034 dasect = clipsectorlist[clipsectcnt++]; in clipmove()
5035 sec = &sector[dasect]; in clipmove()
5060 daz = getflorzofslope((short)dasect,dax,day); in clipmove()
5069 daz = getceilzofslope((short)dasect,dax,day); in clipmove()
7942 wal = &wall[sector[dasect].wallptr]; in alignceilslope()
7947 sector[dasect].ceilingheinum = scale((z-sector[dasect].ceilingz)<<8, in alignceilslope()
7950 if (sector[dasect].ceilingheinum == 0) sector[dasect].ceilingstat &= ~2; in alignceilslope()
7959 wal = &wall[sector[dasect].wallptr]; in alignflorslope()
7964 sector[dasect].floorheinum = scale((z-sector[dasect].floorz)<<8, in alignflorslope()
7967 if (sector[dasect].floorheinum == 0) sector[dasect].floorstat &= ~2; in alignflorslope()
[all …]
H A DGAME.C5976 long i, j, dasect, splc, send, startwall, endwall; in searchmap() local
5996 dasect = tempshort[splc]; in searchmap()
5997 startwall = sector[dasect].wallptr; in searchmap()
5998 endwall = startwall + sector[dasect].wallnum; in searchmap()
6021 for(i=headspritesect[dasect];i>=0;i=nextspritesect[i]) in searchmap()
/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/enginera/
H A DENGINE.C5074 dasect = clipsectorlist[clipsectcnt++]; in clipmove()
5075 sec = &sector[dasect]; in clipmove()
5100 daz = getflorzofslope((short)dasect,dax,day); in clipmove()
5109 daz = getceilzofslope((short)dasect,dax,day); in clipmove()
7960 wal = &wall[sector[dasect].wallptr]; in alignceilslope()
7965 sector[dasect].ceilingheinum = scale((z-sector[dasect].ceilingz)<<8, in alignceilslope()
7968 if (sector[dasect].ceilingheinum == 0) sector[dasect].ceilingstat &= ~2; in alignceilslope()
7977 wal = &wall[sector[dasect].wallptr]; in alignflorslope()
7982 sector[dasect].floorheinum = scale((z-sector[dasect].floorz)<<8, in alignflorslope()
7985 if (sector[dasect].floorheinum == 0) sector[dasect].floorstat &= ~2; in alignflorslope()
[all …]
H A DGAME.C5975 long i, j, dasect, splc, send, startwall, endwall; in searchmap() local
5995 dasect = tempshort[splc]; in searchmap()
5996 startwall = sector[dasect].wallptr; in searchmap()
5997 endwall = startwall + sector[dasect].wallnum; in searchmap()
6020 for(i=headspritesect[dasect];i>=0;i=nextspritesect[i]) in searchmap()
/dports/games/NBlood/NBlood-a1689a4/source/blood/src/
H A Dm32exec.cpp257 #define X_ERROR_INVALIDSECT(dasect) … argument
258 …if (dasect < 0 || dasect >= numsectors) …
260 …M32_ERROR("Invalid sector index %d!", dasect); …
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/
H A Dm32exec.cpp257 #define X_ERROR_INVALIDSECT(dasect) … argument
258 …if (dasect < 0 || dasect >= numsectors) …
260 …M32_ERROR("Invalid sector index %d!", dasect); …
/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/
H A Dm32exec.cpp257 #define X_ERROR_INVALIDSECT(dasect) … argument
258 …if (dasect < 0 || dasect >= numsectors) …
260 …M32_ERROR("Invalid sector index %d!", dasect); …
/dports/games/jfsw/jfsw-c434002/jfbuild/src/
H A Dengine.c8855 dasect = clipsectorlist[clipsectcnt++]; in clipmove()
8856 sec = &sector[dasect]; in clipmove()
8881 daz = getflorzofslope((short)dasect,dax,day); in clipmove()
10252 wal = &wall[sector[dasect].wallptr]; in alignceilslope()
10257 sector[dasect].ceilingheinum = scale((z-sector[dasect].ceilingz)<<8, in alignceilslope()
10260 if (sector[dasect].ceilingheinum == 0) sector[dasect].ceilingstat &= ~2; in alignceilslope()
10261 else sector[dasect].ceilingstat |= 2; in alignceilslope()
10273 wal = &wall[sector[dasect].wallptr]; in alignflorslope()
10278 sector[dasect].floorheinum = scale((z-sector[dasect].floorz)<<8, in alignflorslope()
10281 if (sector[dasect].floorheinum == 0) sector[dasect].floorstat &= ~2; in alignflorslope()
[all …]
/dports/games/NBlood/NBlood-a1689a4/source/sw/src/
H A Dsprite.cpp1576 short sectlistplc, sectlistend, dasect, startwall, endwall, nextsector; in PreMapCombineFloors() local
1622 dasect = sectlist[sectlistplc++]; in PreMapCombineFloors()
1624 for (j=headspritesect[dasect]; j>=0; j=nextspritesect[j]) in PreMapCombineFloors()
1630 startwall = sector[dasect].wallptr; in PreMapCombineFloors()
1631 endwall = startwall + sector[dasect].wallnum; in PreMapCombineFloors()
1652 dasect = pp->cursectnum; in PreMapCombineFloors()
1655 if (sectlist[j] == dasect) in PreMapCombineFloors()
/dports/games/NBlood/NBlood-a1689a4/source/build/include/
H A Dbuild.h1407 void alignceilslope(int16_t dasect, int32_t x, int32_t y, int32_t z);
1408 void alignflorslope(int16_t dasect, int32_t x, int32_t y, int32_t z);
/dports/games/NBlood/NBlood-a1689a4/source/kenbuild/src/
H A Dgame.cpp6301 int i, j, dasect, splc, send, startwall, endwall; in searchmap() local
6319 dasect = tempshort[splc]; in searchmap()
6320 startwall = sector[dasect].wallptr; in searchmap()
6321 endwall = startwall + sector[dasect].wallnum; in searchmap()
6344 for (i=headspritesect[dasect]; i>=0; i=nextspritesect[i]) in searchmap()
/dports/games/jfsw/jfsw-c434002/jfbuild/kenbuild/
H A Dgame.c6257 int i, j, dasect, splc, send, startwall, endwall; local
6277 dasect = tempshort[splc];
6278 startwall = sector[dasect].wallptr;
6279 endwall = startwall + sector[dasect].wallnum;
6302 for(i=headspritesect[dasect];i>=0;i=nextspritesect[i])
/dports/games/NBlood/NBlood-a1689a4/source/tekwar/src/
H A Dtektag.cpp260 void checktoggledmapsndfx(short dasect) ;