Searched refs:liquidcheck (Results 1 – 15 of 15) sorted by relevance
/dports/games/bloodfrontier/bloodfrontier/src/game/ |
H A D | physics.cpp | 120 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()
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H A D | ai.cpp | 853 bool offground = d->physstate == PHYS_FALL && !physics::liquidcheck(d) && !d->onladder, in jumpto()
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H A D | game.cpp | 1767 if(physics::liquidcheck(d) && d->physstate <= PHYS_FALL) in renderclient()
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/dports/games/bloodfrontier/bloodfrontier/src/shared/ |
H A D | igame.h | 66 extern bool liquidcheck(physent *d);
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/dports/games/redeclipse16/base-1.6.0/src/game/ |
H A D | physics.cpp | 225 …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()
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H A D | game.cpp | 885 … 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()
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H A D | ai.cpp | 1014 … = d->ai->blockseq || d->ai->targseq, offground = airtime && !physics::liquidcheck(d) && !d->onlad… in jumpto()
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/dports/games/redeclipse16/base-1.6.0/src/shared/ |
H A D | igame.h | 78 extern bool liquidcheck(physent *d);
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/dports/games/redeclipse/base-2.0.0/src/game/ |
H A D | physics.cpp | 217 …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()
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H A D | game.cpp | 1011 … 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()
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H A D | ai.cpp | 1063 …->blockseq > 1 || d->ai->targseq > 1, offground = airtime && !physics::liquidcheck(d) && !d->onlad… in jumpto()
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/dports/games/redeclipse/base-2.0.0/src/shared/ |
H A D | igame.h | 91 extern bool liquidcheck(physent *d);
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/dports/games/bloodfrontier/bloodfrontier/src/engine/ |
H A D | ragdoll.h | 331 bool liquid = physics::liquidcheck(pl); in move()
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/dports/games/redeclipse16/base-1.6.0/src/engine/ |
H A D | ragdoll.h | 489 bool liquid = physics::liquidcheck(pl); in move()
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/dports/games/redeclipse/base-2.0.0/src/engine/ |
H A D | ragdoll.h | 515 bool liquid = physics::liquidcheck(pl); in move()
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