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Searched refs:hitscan (Results 1 – 25 of 84) sorted by relevance

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/dports/games/spring/spring_98.0/rts/Sim/Projectiles/
H A DProjectile.cpp20 CR_MEMBER(hitscan),
63 , hitscan(false) in CProjectile()
97 , hitscan(isHitScan) in CProjectile()
141 if (!hitscan) { in Init()
H A DProjectile.h122 bool hitscan; ///< is this a hit-scan projectile? variable
/dports/games/spring/spring_98.0/rts/Sim/Projectiles/WeaponProjectiles/
H A DWeaponProjectile.cpp190 if (hitscan) { in Collision()
199 if (hitscan) { in Collision()
214 if (hitscan) { in Collision()
250 if (hitscan) { in UpdateInterception()
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/lunatic/test/
H A Danimatesprites.con103hitscan player[THISACTOR].posx player[THISACTOR].posy player[THISACTOR].posz player[THISACTOR].cur…
106 redefinequote Q hitscan: hit sector %d, wall %d, sprite %d
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/lunatic/
H A Dtest.lua17 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)
H A Ddynsymlist_editor.lds61 hitscan;
H A Ddynsymlist_game.lds61 hitscan;
H A Dcontrol.lua45 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)
H A Ddefs_common.lua1333 function hitscan(pos, sectnum, ray, cliptype) function
1338 ffiC.hitscan(vec, sectnum, ray.x, ray.y, ray.z, hitdata, cliptype)
/dports/games/xtux/xtux/src/server/
H A DMakefile35 …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 …
/dports/games/jfsw/jfsw-c434002/src/
H A Drooms.c164 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()
H A Djplayer.c559 hitscan(sprite[j].x,sprite[j].y,sprite[j].z,sprite[j].sectnum, in computergetinput()
599hitscan(x1,y1,z1-PLAYER_HEIGHT,damysect,sintable[(damyang+512)&2047],sintable[damyang&2047], in computergetinput()
/dports/games/NBlood/NBlood-a1689a4/source/sw/src/
H A Drooms.cpp162 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()
H A Djplayer.cpp560 hitscan((vec3_t *)&sprite[j],sprite[j].sectnum, in computergetinput()
600 hitscan(&hit_pos,damysect,sintable[(damyang+512)&2047],sintable[damyang&2047], in computergetinput()
/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/
H A Dplayer1.c161 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()
/dports/games/NBlood/NBlood-a1689a4/source/blood/src/
H A Dgameutil.cpp409 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()
/dports/games/NBlood/NBlood-a1689a4/source/tekwar/src/
H A Dtekgun.cpp346 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()
488hitscan(&pos,dasectnum,sintable[(daang2+2560)&2047], sintable[(daang2+2048)&2047],daz2, &hitinfo,C… in shootgun()
/dports/games/xonotic/Xonotic/source/qcsrc/server/weapons/
H A Dtracing.qc108 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
/dports/games/NBlood/NBlood-a1689a4/package/sdk/
H A Dm32help.hlp93 H+CTRL Toggle hitscan sensitivity
209 H Toggle hitscan sensitivity
210 H+SHIFT Toggle one side hitscan sensitivity for the wall
/dports/games/spring/spring_98.0/rts/Sim/Misc/
H A DQuadField.cpp535 if (p->hitscan) in MovedProjectile()
561 if (p->hitscan) { in AddProjectile()
607 if (p->hitscan) { in RemoveProjectile()
/dports/games/NBlood/NBlood-a1689a4/source/exhumed/src/
H A Dsnake.cpp146 hitscan(&pos, sprite[nPlayerSprite].sectnum, Cos(nAngle), Sin(nAngle), 0, &hitData, CLIPMASK1); in BuildSnake()
H A Dlion.cpp451hitscan(&startPos, sprite[nSprite].sectnum, Cos(nScanAngle), Sin(nScanAngle), 0, &hitData, CLIPMAS… in FuncLion()
/dports/games/jfsw/jfsw-c434002/jfbuild/include/
H A Dbuild.h430 int hitscan(int xs, int ys, int zs, short sectnum, int vx, int vy, int vz, short *hitsect, short…
/dports/games/xonotic/Xonotic/source/qcsrc/common/weapons/
H A Dweapon.qh187 const int WEP_TYPE_HITSCAN = 0x02; // hitscan
/dports/games/xonotic/Xonotic/source/qcsrc/common/effects/qc/
H A Ddamageeffects.qc395 if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit

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