/dports/games/jfsw/jfsw-c434002/src/ |
H A D | rooms.c | 165 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() [all …]
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H A D | weapon.h | 70 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…
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H A D | weapon.c | 4530 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() [all …]
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H A D | draw.c | 1158 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()
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H A D | ripper.c | 945 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()
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H A D | ripper2.c | 944 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()
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H A D | ai.c | 325 short hitsect, hitwall, hitsprite; in CanHitPlayer() local 366 &hitsect, &hitwall, &hitsprite, &hitx, &hity, &hitz, CLIPMASK_MISSILE); in CanHitPlayer() 368 if (hitsect < 0) in CanHitPlayer()
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H A D | track.c | 3275 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()
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H A D | sector.c | 2484 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()
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/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/ |
H A D | player1.c | 384 … 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() [all …]
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H A D | actors3.c | 35 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()
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H A D | gamedef2.c | 79 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()
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H A D | game3.c | 410 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()
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/dports/games/NBlood/NBlood-a1689a4/source/blood/src/ |
H A D | gameutil.cpp | 389 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() [all …]
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H A D | gameutil.h | 28 short hitsect; member
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/dports/games/NBlood/NBlood-a1689a4/source/exhumed/src/ |
H A D | bullet.cpp | 282 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() [all …]
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H A D | snake.cpp | 139 short hitsect, hitsprite; in BuildSnake() local 151 hitsect = hitData.sect; in BuildSnake() 170 nSprite = insertsprite(hitsect, 202); in BuildSnake()
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/dports/games/NBlood/NBlood-a1689a4/source/witchaven/src/ |
H A D | player.cpp | 2683 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() [all …]
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H A D | network.cpp | 995 hitsect, local 1020 &hitsect, &hitwall, &hitsprite, &hitx, &hity, &hitz); 1022 neartag(hitx, hity, hitz, hitsect, daang, 1027 j = insertsprite(hitsect, 0);
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/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/enginerr/ |
H A D | BUILD.C | 298 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() [all …]
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H A D | GAME.C | 1572 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()
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/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/enginera/ |
H A D | BUILD.C | 298 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() [all …]
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H A D | GAME.C | 1571 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()
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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/jfsw/jfsw-c434002/jfbuild/src/ |
H A D | build.c | 517 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() [all …]
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