Home
last modified time | relevance | path

Searched refs:foundWall (Results 1 – 7 of 7) sorted by relevance

/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/
H A Dsector.cpp642 i = foundWall - 1; in G_OperateSectors()
647 … vec2_t vect2 = { ((wall[i].x + wall[wall[foundWall].point2].x) >> 1) - wall[foundWall].x, in G_OperateSectors()
648 … ((wall[i].y + wall[wall[foundWall].point2].y) >> 1) - wall[foundWall].y }; in G_OperateSectors()
650 if (wall[foundWall].x == vect.x && wall[foundWall].y == vect.y) in G_OperateSectors()
658 … SetAnimation(sectNum, &wall[foundWall].x, wall[foundWall].x + vect2.x, doorSpeed); in G_OperateSectors()
667 … SetAnimation(sectNum, &wall[foundWall].y, wall[foundWall].y + vect2.y, doorSpeed); in G_OperateSectors()
3296 int foundWall; local
3310 foundWall = -1;
3314 if (foundWall >= 0 && wallDist < 1280 && wall[foundWall].overpicnum == MIRROR)
3321 if (foundWall >= 0 && (wall[foundWall].cstat&16))
[all …]
H A Dgame.cpp3325 int foundWall = startWall; in A_Spawn() local
3327 for (; foundWall<endWall; foundWall++) in A_Spawn()
3329 if (wall[ foundWall ].nextsector >= 0 && in A_Spawn()
3330 sector[ wall[ foundWall ].nextsector].hitag == 0 && in A_Spawn()
3331 (int16_t)sector[ wall[ foundWall ].nextsector].lotag < 3) in A_Spawn()
3334 outerWall = wall[foundWall].nextwall; in A_Spawn()
3336 foundWall = wall[foundWall].nextsector; in A_Spawn()
3373 T1(newSprite) = foundWall; in A_Spawn()
H A Dgameexec.cpp5120 int16_t foundSect, foundWall, foundSprite; local
5123 …pSprite->y, vm.pSprite->z - ZOFFSET5, vm.pSprite->sectnum, vm.pSprite->ang, &foundSect, &foundWall,
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/
H A Dsector.cpp794 i = foundWall - 1; in G_OperateSectors()
799 … vec2_t vect2 = { ((wall[i].x + wall[wall[foundWall].point2].x) >> 1) - wall[foundWall].x, in G_OperateSectors()
800 … ((wall[i].y + wall[wall[foundWall].point2].y) >> 1) - wall[foundWall].y }; in G_OperateSectors()
802 if (wall[foundWall].x == vect.x && wall[foundWall].y == vect.y) in G_OperateSectors()
810 … SetAnimation(sectNum, &wall[foundWall].x, wall[foundWall].x + vect2.x, doorSpeed); in G_OperateSectors()
819 … SetAnimation(sectNum, &wall[foundWall].y, wall[foundWall].y + vect2.y, doorSpeed); in G_OperateSectors()
4934 int foundWall; in P_CheckSectors() local
4948 foundWall = -1; in P_CheckSectors()
4963 if (foundWall >= 0 && wall[foundWall].overpicnum == MIRROR && playerNum == screenpeek) in P_CheckSectors()
4993 if (foundWall >= 0 && (wall[foundWall].cstat&16)) in P_CheckSectors()
[all …]
H A Dgame.cpp4567 int foundWall = startWall; in A_Spawn() local
4569 for (; foundWall<endWall; foundWall++) in A_Spawn()
4571 if (wall[ foundWall ].nextsector >= 0 && in A_Spawn()
4572 sector[ wall[ foundWall ].nextsector].hitag == 0 && in A_Spawn()
4573 …((int16_t)sector[ wall[ foundWall ].nextsector].lotag < 3 || (RRRA && (int16_t)sector[wall[foundWa… in A_Spawn()
4576 outerWall = wall[foundWall].nextwall; in A_Spawn()
4578 foundWall = wall[foundWall].nextsector; in A_Spawn()
4615 T1(newSprite) = foundWall; in A_Spawn()
H A Dgameexec.cpp2594 int16_t foundSect, foundWall, foundSprite; in VM_Execute() local
2597 …pSprite->y, vm.pSprite->z - ZOFFSET5, vm.pSprite->sectnum, vm.pSprite->ang, &foundSect, &foundWall, in VM_Execute()
3832 int16_t foundSect, foundWall, foundSprite; in RT_VM_Execute() local
3835 …pSprite->y, vm.pSprite->z - ZOFFSET5, vm.pSprite->sectnum, vm.pSprite->ang, &foundSect, &foundWall, in RT_VM_Execute()
/dports/games/barony/Barony-3.3.7/src/
H A Dacthudweapon.cpp1375 bool foundWall = false; in actHudWeapon() local
1382 foundWall = true; in actHudWeapon()
1386 if ( !foundWall ) in actHudWeapon()