Home
last modified time | relevance | path

Searched refs:liquidcheck (Results 1 – 15 of 15) sorted by relevance

/dports/games/bloodfrontier/bloodfrontier/src/game/
H A Dphysics.cpp120 bool liquidcheck(physent *d) { return d->inliquid && d->submerged > 0.8f; } in liquidcheck() function
146 …if(!d->onladder && !liquidcheck(d) && (d->type == ENT_PLAYER || d->type == ENT_AI) && FWV(gravity)… in sticktofloor()
541 bool onfloor = d->physstate >= PHYS_SLOPE || d->onladder || liquidcheck(d); in modifyinput()
684 …vecfromyawpitch(pl->aimyaw, floating || (pl->inliquid && (liquidcheck(pl) || pl->aimpitch < 0.f)) … in modifyvelocity()
688 m.z = liquidcheck(pl) ? max(m.z, dz) : dz; in modifyvelocity()
723 if(!liquidcheck(pl) || (!pl->move && !pl->strafe)) pl->falling.add(g); in modifygravity()
726 if(liquidcheck(pl) || pl->physstate >= PHYS_SLOPE) in modifygravity()
728 … float fric = liquidcheck(pl) ? liquidmerge(pl, FWV(aircurb), FWV(liquidcurb)) : FWV(floorcurb), in modifygravity()
729 … c = liquidcheck(pl) ? 1.0f : clamp((pl->floor.z - slopez)/(floorz-slopez), 0.0f, 1.0f); in modifygravity()
H A Dai.cpp853 bool offground = d->physstate == PHYS_FALL && !physics::liquidcheck(d) && !d->onladder, in jumpto()
H A Dgame.cpp1767 if(physics::liquidcheck(d) && d->physstate <= PHYS_FALL) in renderclient()
/dports/games/bloodfrontier/bloodfrontier/src/shared/
H A Digame.h66 extern bool liquidcheck(physent *d);
/dports/games/redeclipse16/base-1.6.0/src/game/
H A Dphysics.cpp225 …bool liquidcheck(physent *d) { return d->inliquid && !d->onladder && d->submerged >= PHYS(liquidsu… in liquidcheck() function
270 if(liquidcheck(d)) return false; in sticktofloor()
361 …if(d->onladder || (d->inliquid && (liquidcheck(d) || d->pitch < 0.f)) || PHYS(gravity) == 0) retur… in movepitch()
765 bool onfloor = d->physstate >= PHYS_SLOPE || d->onladder || liquidcheck(d); in modifyinput()
963 m.z = liquidcheck(d) ? max(m.z, dz) : dz; in modifymovement()
966 … if(!d->turnside && (d->physstate >= PHYS_SLOPE || d->onladder || liquidcheck(d))) d->resetjump(); in modifymovement()
1029 bool liquid = liquidcheck(pl); in modifygravity()
H A Dgame.cpp885 … if(d->weapselect == W_FLAMER && (!reloading || amt > 0.5f) && !physics::liquidcheck(d)) in adddynlights()
1015 …bool moving = d->move || d->strafe, liquid = physics::liquidcheck(d), onfloor = d->physstate >= PH… in footstep()
1107 bool onfloor = d->physstate >= PHYS_SLOPE || d->onladder || physics::liquidcheck(d), in checkoften()
1216 …if(!d->turnside && (d->physstate >= PHYS_SLOPE || d->onladder || physics::liquidcheck(d)) && pos.z… in checkfloor()
2990 bool onfloor = d->physstate >= PHYS_SLOPE || d->onladder || physics::liquidcheck(d); in renderclient()
3027 if(physics::liquidcheck(d) && d->physstate <= PHYS_FALL) in renderclient()
3499 …, d->sliding(true), d->physstate >= PHYS_SLOPE || d->onladder || physics::liquidcheck(d))) loopi(2) in rendercheck()
3513 if(d->weapselect == W_FLAMER && (!reloading || amt > 0.5f) && !physics::liquidcheck(d)) in rendercheck()
H A Dai.cpp1014 … = d->ai->blockseq || d->ai->targseq, offground = airtime && !physics::liquidcheck(d) && !d->onlad… in jumpto()
/dports/games/redeclipse16/base-1.6.0/src/shared/
H A Digame.h78 extern bool liquidcheck(physent *d);
/dports/games/redeclipse/base-2.0.0/src/game/
H A Dphysics.cpp217 …bool liquidcheck(physent *d) { return d->inliquid && !d->onladder && d->submerged >= PHYS(liquidsu… in liquidcheck() function
260 if(liquidcheck(d)) return false; in sticktofloor()
336 …if(d->onladder || (d->inliquid && (liquidcheck(d) || d->pitch < 0.f)) || PHYS(gravity) == 0) retur… in movepitch()
745 bool onfloor = d->physstate >= PHYS_SLOPE || d->onladder || liquidcheck(d); in modifyinput()
942 m.z = liquidcheck(d) ? max(m.z, dz) : dz; in modifymovement()
1006 bool liquid = liquidcheck(pl); in modifygravity()
H A Dgame.cpp1011 … if(d->weapselect == W_FLAMER && (!reloading || amt > 0.5f) && !physics::liquidcheck(d)) in adddynlights()
1087 …bool moving = d->move || d->strafe, liquid = physics::liquidcheck(d), onfloor = d->physstate >= PH… in footstep()
1168 bool onfloor = d->physstate >= PHYS_SLOPE || d->onladder || physics::liquidcheck(d), in checkoften()
1290 …IM_T_PARKOUR && (d->physstate >= PHYS_SLOPE || d->onladder || physics::liquidcheck(d)) && pos.z > … in checkfloor()
3318 onfloor = d->physstate >= PHYS_SLOPE || d->onladder || physics::liquidcheck(d); in getplayerstate()
3542 if(physics::liquidcheck(d) && d->physstate <= PHYS_FALL) in getplayerstate()
3781 … if(d->weapselect == W_FLAMER && (!reloading || amt > 0.5f) && !physics::liquidcheck(d)) in rendercheck()
H A Dai.cpp1063 …->blockseq > 1 || d->ai->targseq > 1, offground = airtime && !physics::liquidcheck(d) && !d->onlad… in jumpto()
/dports/games/redeclipse/base-2.0.0/src/shared/
H A Digame.h91 extern bool liquidcheck(physent *d);
/dports/games/bloodfrontier/bloodfrontier/src/engine/
H A Dragdoll.h331 bool liquid = physics::liquidcheck(pl); in move()
/dports/games/redeclipse16/base-1.6.0/src/engine/
H A Dragdoll.h489 bool liquid = physics::liquidcheck(pl); in move()
/dports/games/redeclipse/base-2.0.0/src/engine/
H A Dragdoll.h515 bool liquid = physics::liquidcheck(pl); in move()