Searched refs:foundWall (Results 1 – 7 of 7) sorted by relevance
/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | sector.cpp | 642 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 …]
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H A D | game.cpp | 3325 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()
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H A D | gameexec.cpp | 5120 int16_t foundSect, foundWall, foundSprite; local 5123 …pSprite->y, vm.pSprite->z - ZOFFSET5, vm.pSprite->sectnum, vm.pSprite->ang, &foundSect, &foundWall,
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/ |
H A D | sector.cpp | 794 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 …]
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H A D | game.cpp | 4567 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()
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H A D | gameexec.cpp | 2594 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()
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/dports/games/barony/Barony-3.3.7/src/ |
H A D | acthudweapon.cpp | 1375 bool foundWall = false; in actHudWeapon() local 1382 foundWall = true; in actHudWeapon() 1386 if ( !foundWall ) in actHudWeapon()
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