Searched refs:mobjnum (Results 1 – 4 of 4) sorted by relevance
751 UINT32 mobjnum; in P_NetUnArchiveWaypoints() local758 mobjnum = READUINT32(save_p); in P_NetUnArchiveWaypoints()759 waypoints[i][j] = (mobjnum == 0) ? NULL : P_FindNewPosition(mobjnum); in P_NetUnArchiveWaypoints()1477 if (mobj) return mobj->mobjnum; in SaveMobjnum()1836 WRITEUINT32(save_p, mobj->mobjnum); in SaveMobjThinker()2570 if (mobj->mobjnum != oldposition) in P_FindNewPosition()2581 if (mobjnum == 0) return NULL; in LoadMobj()2582 return (mobj_t *)(size_t)mobjnum; in LoadMobj()2896 mobj->mobjnum = READUINT32(save_p); in LoadMobjThinker()3725 UINT32 mobjnum; in P_NetUnArchiveThinkers() local[all …]
1094 WRITEUINT32(save_p, mobj->mobjnum); in ArchiveValue()1308 WRITEUINT32(save_p, ((mobj_t *)pointer)->mobjnum); in ArchiveExtVars()1644 UINT32 mobjnum; in LUA_UnArchive() local1659 mobjnum = READUINT32(save_p); // read a mobjnum in LUA_UnArchive()1664 if (((mobj_t *)th)->mobjnum != mobjnum) // find matching mobj in LUA_UnArchive()1668 } while(mobjnum != UINT32_MAX); // repeat until end of mobjs marker. in LUA_UnArchive()
366 UINT32 mobjnum; // A unique number for this mobj. Used for restoring pointers on save games. member
4391 ((mobj_t *)th)->mobjnum = i++; in Command_Archivetest_f()