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Searched refs:hitsect (Results 1 – 25 of 38) sorted by relevance

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/dports/games/jfsw/jfsw-c434002/src/
H A Drooms.c165 hitsect, hitwall, hitsprite, in FAFhitscan()
168 if (*hitsect < 0) in FAFhitscan()
176 short src_sect = *hitsect; in FAFhitscan()
193 dest_sect = *hitsect; in FAFhitscan()
250 … if (FAF_ConnectFloor(*hitsect) && !TEST(sector[*hitsect].floorstat, FLOOR_STAT_FAF_BLOCK_HITSCAN)) in FAFhitscan()
258 …if (FAF_ConnectCeiling(*hitsect) && !TEST(sector[*hitsect].floorstat, CEILING_STAT_FAF_BLOCK_HITSC… in FAFhitscan()
269 hitsect, hitwall, hitsprite, in FAFhitscan()
282 short hitsect, hitwall, hitsprite; in FAFcansee() local
322 &hitsect, &hitwall, &hitsprite, in FAFcansee()
325 if (hitsect < 0) in FAFcansee()
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H A Dweapon.h70 int QueueHole(short ang, short hitsect, short hitwall, int hitx, int hity, int hitz);
74 int SpawnSwordSparks(PLAYERp pp, short hitsect, short hitwall, int hitx, int hity, int hitz, short …
155 int SpawnShotgunSparks(PLAYERp pp, short hitsect, short hitwall, int hitx, int hity, int hitz, shor…
H A Dweapon.c4530 if (SectUser[hitsect] && SectUser[hitsect]->depth > 0) in WeaponMoveHit()
8198 if (SectUser[hitsect] && SectUser[hitsect]->depth > 0) in DoStar()
11927 if (hitsect < 0) in InitMineShrap()
13994 if (hitsect < 0) in InitSwordAttack()
14185 if (hitsect < 0) in InitFistAttack()
15084 if (hitsect < 0) in ContinueHitscan()
18033 if (hitsect < 0) in InitUzi()
18232 if (hitsect < 0) in InitEMP()
18777 if (hitsect < 0) in InitSobjMachineGun()
19348 if (hitsect < 0) in InitEnemyUzi()
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H A Ddraw.c1158 short bakcstat, hitsect, hitwall, hitsprite, daang; in BackView() local
1181 &hitsect, &hitwall, &hitsprite, &hitx, &hity, &hitz, CLIPMASK_PLAYER); in BackView()
1195 *vsect = hitsect; in BackView()
1209 *vsect = hitsect; in BackView()
1276 short bakcstat, hitsect, hitwall, hitsprite, daang; in CircleCamera() local
1302 &hitsect, &hitwall, &hitsprite, &hitx, &hity, &hitz, CLIPMASK_MISSILE); in CircleCamera()
1315 *vsect = hitsect; in CircleCamera()
1329 *vsect = hitsect; in CircleCamera()
H A Dripper.c945 short hitsprite = -2, hitsect = -2; in InitRipperHang() local
959 &hitsect, &hitwall, &hitsprite, &hitx, &hity, &hitz, CLIPMASK_MISSILE); in InitRipperHang()
962 if (hitsect < 0) in InitRipperHang()
H A Dripper2.c944 short hitsprite = -2, hitsect = -2; in InitRipper2Hang() local
958 &hitsect, &hitwall, &hitsprite, &hitx, &hity, &hitz, CLIPMASK_MISSILE); in InitRipper2Hang()
960 if(hitsect < 0) in InitRipper2Hang()
H A Dai.c325 short hitsect, hitwall, hitsprite; in CanHitPlayer() local
366 &hitsect, &hitwall, &hitsprite, &hitx, &hity, &hitz, CLIPMASK_MISSILE); in CanHitPlayer()
368 if (hitsect < 0) in CanHitPlayer()
H A Dtrack.c3275 short hitsect, hitwall, hitsprite; in ActorTrackDecide() local
3295 &hitsect, &hitwall, &hitsprite, &hitx, &hity, &hitz, CLIPMASK_MISSILE); in ActorTrackDecide()
3299 ASSERT(hitsect >= 0); in ActorTrackDecide()
3607 short hitsect, hitwall, hitsprite; in ActorTrackDecide() local
3640 &hitsect, &hitwall, &hitsprite, in ActorTrackDecide()
H A Dsector.c2484 short hitsect, hitwall, hitsprite, dang; in NearThings() local
2488 hitsect = hitwall = hitsprite = 0; in NearThings()
2495 &hitsect, &hitwall, &hitsprite, &hitx, &hity, &hitz, CLIPMASK_MISSILE); in NearThings()
2497 if (hitsect < 0) in NearThings()
/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/
H A Dplayer1.c384 … if (((sector[hitsect].lotag == 160 && zvel > 0) || (sector[hitsect].lotag == 161 && zvel < 0)) in shoot()
396 if (sector[hitsect].lotag == 161) in shoot()
463 if(hitsect < 0) break; in shoot()
592 … if (((sector[hitsect].lotag == 160 && zvel > 0) || (sector[hitsect].lotag == 161 && zvel < 0)) in shoot()
604 if (sector[hitsect].lotag == 161) in shoot()
623 if(hitsect < 0) return; in shoot()
626 if (sector[hitsect].lotag == 1) in shoot()
643 if( sector[hitsect].ceilingstat&1 ) in shoot()
650 checkhitceiling(hitsect); in shoot()
652 if (sector[hitsect].lotag != 1) in shoot()
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H A Dactors3.c35 short hitsect; in bounce() local
42 hitsect = s->sectnum; in bounce()
44 k = sector[hitsect].wallptr; l = wall[k].point2; in bounce()
48 k = sector[hitsect].ceilingheinum; in bounce()
50 k = sector[hitsect].floorheinum; in bounce()
H A Dgamedef2.c79 short j, hitsect,hitwall,hitspr,furthest_angle, angincs; in furthestangle() local
94 &hitsect,&hitwall,&hitspr,&hx,&hy,&hz,CLIPMASK1); in furthestangle()
109 short j, hitsect,hitwall,hitspr, angincs, tempang; in furthestcanseepoint() local
124 &hitsect,&hitwall,&hitspr,&hx,&hy,&hz,CLIPMASK1); in furthestcanseepoint()
130 if(cansee(hx,hy,hz,hitsect,s->x,s->y,s->z-(16<<8),s->sectnum)) in furthestcanseepoint()
134 return hitsect; in furthestcanseepoint()
H A Dgame3.c410 short bakcstat, hitsect, hitwall, hitsprite, daang; in view() local
422 … hitscan(*vx,*vy,*vz,*vsectnum,nx,ny,nz,&hitsect,&hitwall,&hitsprite,&hitx,&hity,&hitz,CLIPMASK1); in view()
433 *vsectnum = hitsect; in view()
/dports/games/NBlood/NBlood-a1689a4/source/blood/src/
H A Dgameutil.cpp389 gHitInfo.hitsect = -1; in HitScan()
410 gHitInfo.hitsect = hitData.sect; in HitScan()
432 if (gHitInfo.hitsect >= 0) in HitScan()
441 gHitInfo.hitsect = -1; in VectorScan()
463 gHitInfo.hitsect = hitData.sect; in VectorScan()
516 gHitInfo.hitsect = -1; in VectorScan()
526 gHitInfo.hitsect = hitData.sect; in VectorScan()
603 gHitInfo.hitsect = -1; in VectorScan()
625 if (gHitInfo.hitsect >= 0) in VectorScan()
633 gHitInfo.hitsect = -1; in VectorScan()
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H A Dgameutil.h28 short hitsect; member
/dports/games/NBlood/NBlood-a1689a4/source/exhumed/src/
H A Dbullet.cpp282 short hitsect = -1; in MoveBullet() local
353 hitsect = pSprite->sectnum; in MoveBullet()
401 hitsect = sprite[hitsprite].sectnum; in MoveBullet()
417 hitsect = hitData.sect; in MoveBullet()
424 lasthitsect = hitsect; in MoveBullet()
442 BulletHitsSprite(pBullet, pSprite->owner, hitsprite, x2, y2, z2, hitsect); in MoveBullet()
465 …if (hitsect > -1) // NOTE: hitsect can be -1. this check wasn't in original code. TODO: demo compa… in MoveBullet()
469 …if ((SectBelow[hitsect] >= 0 && (SectFlag[SectBelow[hitsect]] & kSectUnderwater)) || SectDepth[hit… in MoveBullet()
474 BuildSplash(nSprite, hitsect); in MoveBullet()
478 … BuildAnim(-1, pBulletInfo->field_C, 0, x2, y2, z2, hitsect, 40, pBulletInfo->nFlags); in MoveBullet()
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H A Dsnake.cpp139 short hitsect, hitsprite; in BuildSnake() local
151 hitsect = hitData.sect; in BuildSnake()
170 nSprite = insertsprite(hitsect, 202); in BuildSnake()
/dports/games/NBlood/NBlood-a1689a4/source/witchaven/src/
H A Dplayer.cpp2683 j = insertsprite(hitsect, CHUNKOMEAT); in chunksofmeat()
2826 int32_t hitsect = -1; in shootgun() local
2852 hitsect = hitinfo.sect; in shootgun()
3560 hitsect = hitinfo.sect; in shootgun()
3568 neartag(hitx, hity, hitz, hitsect, daang, in shootgun()
3575 j = insertsprite(hitsect, 0); in shootgun()
3603 j = insertsprite(hitsect, FX); in shootgun()
3691 chunksofmeat(plr, hitsprite, hitx, hity, hitz, hitsect, daang); in shootgun()
3778 hitsect = hitinfo.sect; in shootgun()
3784 if (hitsect < 0 && hitsprite < 0 || hitwall >= 0) in shootgun()
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H A Dnetwork.cpp995 hitsect, local
1020 &hitsect, &hitwall, &hitsprite, &hitx, &hity, &hitz);
1022 neartag(hitx, hity, hitz, hitsect, daang,
1027 j = insertsprite(hitsect, 0);
/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/enginerr/
H A DBUILD.C298 short hitsect, hitwall, hitsprite; in editinput() local
1752 &hitsect,&hitwall,&hitsprite,&hitx,&hity,&hitz,CLIPMASK1); in editinput()
1757 changespritesect(i,hitsect); in editinput()
1963 &hitsect,&hitwall,&hitsprite,&hitx,&hity,&hitz,CLIPMASK1); in editinput()
1965 if (hitsect >= 0) in editinput()
1982 i = insertsprite(hitsect,0); in editinput()
2036 …sprite[i].z = min(max(hitz,getceilzofslope(hitsect,hitx,hity)+(j<<1)),getflorzofslope(hitsect,hitx… in editinput()
2038 …sprite[i].z = min(max(hitz,getceilzofslope(hitsect,hitx,hity)+j),getflorzofslope(hitsect,hitx,hity… in editinput()
2431 short hitsect, hitwall, hitsprite; in overheadeditor() local
2763 &hitsect,&hitwall,&hitsprite,&hitx,&hity,&hitz,CLIPMASK1); in overheadeditor()
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H A DGAME.C1572 short hitsect, hitwall, hitsprite, daang2; in shootgun() local
1585 &hitsect,&hitwall,&hitsprite,&hitx,&hity,&hitz,CLIPMASK1); in shootgun()
1592 … < 0) && (hitsprite < 0) && (hitz >= z) && ((sector[hitsect].floorpicnum == SLIME) || (sector[hits… in shootgun()
1596 0,0,0,snum+4096,hitsect,4,63,0,0); //63=time left for splash in shootgun()
1623 hitsect,5,31,0,0); in shootgun()
1636 0,EXPLOSION,daang,0,0,0,snum+4096,hitsect,5,31,0,0); in shootgun()
1652 EXPLOSION,daang,0,0,0,snum+4096,hitsect,3,63,0,0); in shootgun()
3326 short bakcstat, hitsect, hitwall, hitsprite, daang; in view() local
3338 hitscan(*vx,*vy,*vz,*vsectnum,nx,ny,nz,&hitsect,&hitwall,&hitsprite,&hitx,&hity,&hitz,CLIPMASK1); in view()
3342 *vsectnum = hitsect; in view()
/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/enginera/
H A DBUILD.C298 short hitsect, hitwall, hitsprite; in editinput() local
1752 &hitsect,&hitwall,&hitsprite,&hitx,&hity,&hitz,CLIPMASK1); in editinput()
1757 changespritesect(i,hitsect); in editinput()
1963 &hitsect,&hitwall,&hitsprite,&hitx,&hity,&hitz,CLIPMASK1); in editinput()
1965 if (hitsect >= 0) in editinput()
1982 i = insertsprite(hitsect,0); in editinput()
2036 …sprite[i].z = min(max(hitz,getceilzofslope(hitsect,hitx,hity)+(j<<1)),getflorzofslope(hitsect,hitx… in editinput()
2038 …sprite[i].z = min(max(hitz,getceilzofslope(hitsect,hitx,hity)+j),getflorzofslope(hitsect,hitx,hity… in editinput()
2431 short hitsect, hitwall, hitsprite; in overheadeditor() local
2763 &hitsect,&hitwall,&hitsprite,&hitx,&hity,&hitz,CLIPMASK1); in overheadeditor()
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H A DGAME.C1571 short hitsect, hitwall, hitsprite, daang2; in shootgun() local
1584 &hitsect,&hitwall,&hitsprite,&hitx,&hity,&hitz,CLIPMASK1); in shootgun()
1591 … < 0) && (hitsprite < 0) && (hitz >= z) && ((sector[hitsect].floorpicnum == SLIME) || (sector[hits… in shootgun()
1595 0,0,0,snum+4096,hitsect,4,63,0,0); //63=time left for splash in shootgun()
1622 hitsect,5,31,0,0); in shootgun()
1635 0,EXPLOSION,daang,0,0,0,snum+4096,hitsect,5,31,0,0); in shootgun()
1651 EXPLOSION,daang,0,0,0,snum+4096,hitsect,3,63,0,0); in shootgun()
3325 short bakcstat, hitsect, hitwall, hitsprite, daang; in view() local
3337 hitscan(*vx,*vy,*vz,*vsectnum,nx,ny,nz,&hitsect,&hitwall,&hitsprite,&hitx,&hity,&hitz,CLIPMASK1); in view()
3341 *vsectnum = hitsect; in view()
/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/jfsw/jfsw-c434002/jfbuild/src/
H A Dbuild.c517 short hitsect, hitwall, hitsprite; in editinput() local
1979 &hitsect,&hitwall,&hitsprite,&hitx,&hity,&hitz,CLIPMASK1); in editinput()
1984 changespritesect(i,hitsect); in editinput()
2190 &hitsect,&hitwall,&hitsprite,&hitx,&hity,&hitz,CLIPMASK1); in editinput()
2192 if (hitsect >= 0) in editinput()
2209 i = insertsprite(hitsect,0); in editinput()
2263 …sprite[i].z = min(max(hitz,getceilzofslope(hitsect,hitx,hity)+(j<<1)),getflorzofslope(hitsect,hitx… in editinput()
2265 …sprite[i].z = min(max(hitz,getceilzofslope(hitsect,hitx,hity)+j),getflorzofslope(hitsect,hitx,hity… in editinput()
2679 short hitsect, hitwall, hitsprite; in overheadeditor() local
3041 &hitsect,&hitwall,&hitsprite,&hitx,&hity,&hitz,CLIPMASK1); in overheadeditor()
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