/dports/games/spring/spring_98.0/rts/Sim/Projectiles/ |
H A D | Projectile.cpp | 20 CR_MEMBER(hitscan), 63 , hitscan(false) in CProjectile() 97 , hitscan(isHitScan) in CProjectile() 141 if (!hitscan) { in Init()
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H A D | Projectile.h | 122 bool hitscan; ///< is this a hit-scan projectile? variable
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/dports/games/spring/spring_98.0/rts/Sim/Projectiles/WeaponProjectiles/ |
H A D | WeaponProjectile.cpp | 190 if (hitscan) { in Collision() 199 if (hitscan) { in Collision() 214 if (hitscan) { in Collision() 250 if (hitscan) { in UpdateInterception()
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/lunatic/test/ |
H A D | animatesprites.con | 103 …hitscan player[THISACTOR].posx player[THISACTOR].posy player[THISACTOR].posz player[THISACTOR].cur… 106 redefinequote Q hitscan: hit sector %d, wall %d, sprite %d
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/lunatic/ |
H A D | test.lua | 17 local hitscan = hitscan 526 local hit = hitscan(ps.pos, ps.cursectnum, ray, 0) 551 local hit = hitscan(spr, spr.sectnum, {x=10, y=10, z=0}, gv.CLIPMASK0) 602 local hit = hitscan(tspr^(16*256), tspr.sectnum, aimv, gv.CLIPMASK1)
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H A D | dynsymlist_editor.lds | 61 hitscan;
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H A D | dynsymlist_game.lds | 61 hitscan;
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H A D | control.lua | 45 local cansee, hitscan, neartag = dc.cansee, dc.hitscan, dc.neartag 1436 local hit = hitscan(otherspr^(16*256), otherspr.sectnum, ray, ffiC.CLIPMASK1) 1519 local hit = hitscan(srcv, sectnum, ray, cliptype) 1599 local hit = hitscan(spr^zoff, spr.sectnum, kangvec(spr.ang+angadd), ffiC.CLIPMASK1)
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H A D | defs_common.lua | 1333 function hitscan(pos, sectnum, ray, cliptype) function 1338 ffiC.hitscan(vec, sectnum, ray.x, ray.y, ray.z, hitdata, cliptype)
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/dports/games/xtux/xtux/src/server/ |
H A D | Makefile | 35 …o sv_netmsg_send.o world.o game.o entity.o weapon.o misc.o sv_map.o ai.o hitscan.o item.o event.o …
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/dports/games/jfsw/jfsw-c434002/src/ |
H A D | rooms.c | 164 hitscan(x, y, z, sectnum, xvect, yvect, zvect, in FAFhitscan() 199 hitscan(*hitx, *hity, *hitz, *hitsect, xvect, yvect, zvect, in FAFhitscan() 227 hitscan(*hitx, *hity, *hitz, *hitsect, xvect, yvect, zvect, in FAFhitscan() 238 hitscan(*hitx, *hity, *hitz, *hitsect, xvect, yvect, zvect, in FAFhitscan() 268 hitscan(*hitx, *hity, *hitz, newsectnum, xvect, yvect, zvect, in FAFhitscan() 321 hitscan(xs, ys, zs, sects, xvect, yvect, zvect, in FAFcansee()
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H A D | jplayer.c | 559 hitscan(sprite[j].x,sprite[j].y,sprite[j].z,sprite[j].sectnum, in computergetinput() 599 … hitscan(x1,y1,z1-PLAYER_HEIGHT,damysect,sintable[(damyang+512)&2047],sintable[damyang&2047], in computergetinput()
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/dports/games/NBlood/NBlood-a1689a4/source/sw/src/ |
H A D | rooms.cpp | 162 hitscan(&firstpos, sectnum, xvect, yvect, zvect, in FAFhitscan() 192 hitscan(&pos, hitinfo->sect, xvect, yvect, zvect, in FAFhitscan() 220 hitscan(&pos, hitinfo->sect, xvect, yvect, zvect, in FAFhitscan() 231 hitscan(&pos, hitinfo->sect, xvect, yvect, zvect, in FAFhitscan() 261 hitscan(&pos, newsectnum, xvect, yvect, zvect, in FAFhitscan() 309 hitscan(&s, sects, xvect, yvect, zvect, in FAFcansee()
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H A D | jplayer.cpp | 560 hitscan((vec3_t *)&sprite[j],sprite[j].sectnum, in computergetinput() 600 hitscan(&hit_pos,damysect,sintable[(damyang+512)&2047],sintable[damyang&2047], in computergetinput()
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/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/ |
H A D | player1.c | 161 hitscan(SX,SY,SZ-zoff,SECT, in hits() 179 hitscan(SX,SY,SZ-zoff,SECT, in hitasprite() 211 hitscan(p->posx,p->posy,p->posz,p->cursectnum, in hitawall() 378 hitscan(sx,sy,sz,sect, in shoot() 404 hitscan(nx,ny,nz,sprite[sprite[ii].owner].sectnum, in shoot() 587 hitscan(sx,sy,sz,sect, in shoot() 612 hitscan(nx,ny,nz,sprite[sprite[ii].owner].sectnum, in shoot()
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/dports/games/NBlood/NBlood-a1689a4/source/blood/src/ |
H A D | gameutil.cpp | 409 hitscan(&pos, nSector, dx, dy, dz << 4, &hitData, nMask); in HitScan() 462 hitscan(&pos, nSector, dx, dy, dz << 4, &hitData, CLIPMASK1); in VectorScan() 524 hitscan(&pos, pOther->sectnum, in VectorScan() 611 hitscan(&pos, pWall->nextsector, in VectorScan() 641 hitscan(&pos, sprite[nLink].sectnum, dx, dy, dz<<4, &hitData, CLIPMASK1); in VectorScan() 664 hitscan(&pos, sprite[nLink].sectnum, dx, dy, dz<<4, &hitData, CLIPMASK1); in VectorScan()
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/dports/games/NBlood/NBlood-a1689a4/source/tekwar/src/ |
H A D | tekgun.cpp | 346 hitscan(&pos,dasectnum,sintable[(daang2+2560)&2047], in shootgun() 370 hitscan(&pos,dasectnum,sintable[(daang2+2560)&2047], in shootgun() 454 hitscan(&pos,dasectnum,sintable[(daang2+2560)&2047], in shootgun() 488 …hitscan(&pos,dasectnum,sintable[(daang2+2560)&2047], sintable[(daang2+2048)&2047],daz2, &hitinfo,C… in shootgun()
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/dports/games/xonotic/Xonotic/source/qcsrc/server/weapons/ |
H A D | tracing.qc | 108 else if(autocvar_g_antilag == 3) // client side hitscan 336 // calculate hits and fired shots for hitscan 376 lag = 0; // only do hitscan, but no antilag
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/dports/games/NBlood/NBlood-a1689a4/package/sdk/ |
H A D | m32help.hlp | 93 H+CTRL Toggle hitscan sensitivity 209 H Toggle hitscan sensitivity 210 H+SHIFT Toggle one side hitscan sensitivity for the wall
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/dports/games/spring/spring_98.0/rts/Sim/Misc/ |
H A D | QuadField.cpp | 535 if (p->hitscan) in MovedProjectile() 561 if (p->hitscan) { in AddProjectile() 607 if (p->hitscan) { in RemoveProjectile()
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/dports/games/NBlood/NBlood-a1689a4/source/exhumed/src/ |
H A D | snake.cpp | 146 hitscan(&pos, sprite[nPlayerSprite].sectnum, Cos(nAngle), Sin(nAngle), 0, &hitData, CLIPMASK1); in BuildSnake()
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H A D | lion.cpp | 451 …hitscan(&startPos, sprite[nSprite].sectnum, Cos(nScanAngle), Sin(nScanAngle), 0, &hitData, CLIPMAS… in FuncLion()
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/dports/games/jfsw/jfsw-c434002/jfbuild/include/ |
H A D | build.h | 430 int hitscan(int xs, int ys, int zs, short sectnum, int vx, int vy, int vz, short *hitsect, short…
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/dports/games/xonotic/Xonotic/source/qcsrc/common/weapons/ |
H A D | weapon.qh | 187 const int WEP_TYPE_HITSCAN = 0x02; // hitscan
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/dports/games/xonotic/Xonotic/source/qcsrc/common/effects/qc/ |
H A D | damageeffects.qc | 395 if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
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