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Searched refs:nextsector (Results 1 – 25 of 126) sorted by relevance

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/dports/multimedia/dvdauthor/dvdauthor-d5bb0b/src/
H A Ddvdifo.c591 int nextsector; in WriteIFO() local
600 nextsector = 1; in WriteIFO()
606 nextsector += CreatePGC(0, ws, VTYPE_VTS); in WriteIFO()
615 nextsector += numsectTMAPT(ws->titles); in WriteIFO()
642 if (nextsector < MIN_IFO_SECTORS - 1) in WriteIFO()
645 nextsector = MIN_IFO_SECTORS - 1; in WriteIFO()
732 int nextsector, offset, i, j, vtsstart; in TocGen() local
748 nextsector = 1; in TocGen()
760 write4(buf + 0xd0, nextsector); in TocGen()
768 write4(buf + 0xd8, nextsector); in TocGen()
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/dports/games/NBlood/NBlood-a1689a4/source/tekwar/src/
H A Dtekmap.cpp45 if (sector[wal->nextsector].ceilingz == z1) in drawoverheadmap()
46 if (sector[wal->nextsector].floorz == z2) in drawoverheadmap()
54 if (sector[wal->nextsector].floorz != sector[wal->nextsector].ceilingz) in drawoverheadmap()
56 if (sector[i].floorz == sector[wal->nextsector].floorz) continue; in drawoverheadmap()
57 if (sector[i].floorpicnum != sector[wal->nextsector].floorpicnum) continue; in drawoverheadmap()
58 if (sector[i].floorshade != sector[wal->nextsector].floorshade) continue; in drawoverheadmap()
/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/
H A Dplayer1.c421 if( ( wall[hitwall].nextsector >= 0 && hitsect >= 0 && in shoot()
422 sector[wall[hitwall].nextsector].lotag == 0 && in shoot()
424 sector[wall[hitwall].nextsector].lotag == 0 && in shoot()
429 if(wall[hitwall].nextsector >= 0) in shoot()
431 k = headspritesect[wall[hitwall].nextsector]; in shoot()
507 if (wall[hitwall].nextsector >= 0) in shoot()
719 … if( (wall[hitwall].nextsector >= 0 && sector[wall[hitwall].nextsector].lotag == 0 ) || in shoot()
723 if(wall[hitwall].nextsector >= 0) in shoot()
725 l = headspritesect[wall[hitwall].nextsector]; in shoot()
752 if(wall[hitwall].nextsector >= 0) in shoot()
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H A Dplayer5.c244 j = wal->nextsector; if (j < 0) continue; in computergetinput()
284 if (wall[i].nextsector != goalsect[snum]) continue; in computergetinput()
335 if ((wall[i].nextsector == goalsect[snum]) && (dist > l)) in computergetinput()
391 if (wall[i&(MAXWALLS-1)].nextsector >= 0) in computergetinput()
393 … if (getflorzofslope(wall[i&(MAXWALLS-1)].nextsector,p->posx,p->posy) <= p->posz+(24<<8)) j |= 1; in computergetinput()
394 … if (getceilzofslope(wall[i&(MAXWALLS-1)].nextsector,p->posx,p->posy) >= p->posz-(24<<8)) j |= 2; in computergetinput()
H A Dsector2.c798 if( ( (wal->cstat&16) || wal->overpicnum == BIGFORCE ) && wal->nextsector >= 0 ) in checkhitwall()
799 if( sector[wal->nextsector].floorz > z ) in checkhitwall()
800 if( sector[wal->nextsector].floorz-sector[wal->nextsector].ceilingz ) in checkhitwall()
869 sect = wall[wal->nextwall].nextsector; in checkhitwall()
884 sector[wall[i].nextsector].lotag = 0; in checkhitwall()
1116 sn = wal->nextsector; in checkhitwall()
H A Dmenus3.c89 if (sector[wal->nextsector].ceilingz == z1) in drawoverheadmap()
90 if (sector[wal->nextsector].floorz == z2) in drawoverheadmap()
96 if (!(show2dsector[wal->nextsector>>3]&(1<<(wal->nextsector&7)))) in drawoverheadmap()
/dports/games/NBlood/NBlood-a1689a4/source/build/src/
H A Dclip.cpp156 loadwall[i].nextsector += ournumsectors; in engineLoadClipMaps()
201 if (wall[w].nextsector<0) in engineLoadClipMaps()
305 ns = wall[w].nextsector; in engineLoadClipMaps()
1061 if (uwal->nextsector >= 0 && bitmap_test(clipsectormap, uwal->nextsector)) in clipupdatesector()
1207 if (wal->nextsector>=0) in clipmove()
1293 else if (wal->nextsector>=0) in clipmove()
1296 addclipsect(wal->nextsector); in clipmove()
1944 const int k = wall[j].nextsector; in getzrange()
2528 int const nextsector = wal->nextsector; in hitscan() local
2530 if (curspr && nextsector<0) continue; in hitscan()
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H A Dengine_oldmap.h60 int16_t point2, nextsector, nextwall; member
131 to->nextsector = from->nextsector1; in convertv5wallv6()
218 to->nextsector = from->nextsector; in convertv6wallv7()
H A Dbuild.cpp2001 if (wall[i].nextsector >= 0) in restore_highlighted_map()
2112 k = wall[j].nextsector; in ovh_whiteoutgrab()
2128 NEXTWALL(j).nextsector = -1; in ovh_whiteoutgrab()
2130 wall[j].nextsector = -1; in ovh_whiteoutgrab()
2497 dstwal->nextsector = -1; in copy_some_wall_members()
2518 wall[newnumwalls].nextsector = -1; in init_new_wall1()
2783 if (wall[j].nextsector >= 0) in collect_sectors1()
6703 … m |= (wall[k].nextsector>=0 && wall[k].nextsector != joinsector[0]); in overheadeditor()
9074 NEXTWALL(j).nextsector = -1; in deletepoint()
9079 NEXTWALL(point).nextsector = -1; in deletepoint()
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/dports/games/NBlood/NBlood-a1689a4/source/blood/src/
H A Dmap2d.cpp53 … if (sector[pWall->nextsector].ceilingz == nZCeil && sector[pWall->nextsector].floorz == nZFloor in sub_2541C()
58 if (show2dsector[pWall->nextsector>>3]&(1<<(pWall->nextsector&7))) in sub_2541C()
H A Dgameutil.cpp55 if (wall[sector[sect1].wallptr+i].nextsector == sect2) in AreSectorsNeighbors()
65 if (wall[sector[sect2].wallptr+i].nextsector == sect1) in AreSectorsNeighbors()
89 int nOSector = pWall->nextsector; in FindSector()
125 int nOSector = pWall->nextsector; in FindSector()
424 if (wall[gHitInfo.hitwall].nextsector == -1) in HitScan()
538 if (pWall->nextsector == -1) in VectorScan()
541 sectortype *pSectorNext = &sector[pWall->nextsector]; in VectorScan()
543 getzsofslope(pWall->nextsector, gHitInfo.hitx, gHitInfo.hity, &nZCeil, &nZFloor); in VectorScan()
611 hitscan(&pos, pWall->nextsector, in VectorScan()
832 int nNextSector = pWall->nextsector; in GetClosestSectors()
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H A Dm32common.cpp681 if (wall[j].nextsector>=0 && wall[j].nextsector<numsectors) in suggest_nextsector_correction()
684 for (WALLS_OF_SECTOR(wall[j].nextsector, w)) in suggest_nextsector_correction()
707 wall[j].nextsector = newns; in do_nextsector_correction()
714 if (wall[j].nextsector>=0 && wall[j].nextsector<numsectors) in do_nextsector_correction()
717 for (WALLS_OF_SECTOR(wall[j].nextsector, w)) in do_nextsector_correction()
729 wall[j].nextwall = wall[j].nextsector = -1; in do_nextsector_correction()
988 const int32_t ns = wall[j].nextsector; in CheckMapCorruption()
1020 wall[j].nextwall = wall[j].nextsector = -1; in CheckMapCorruption()
1041 wall[j].nextwall = wall[j].nextsector = -1; in CheckMapCorruption()
1158 wall[j].nextwall = wall[j].nextsector = -1; in CheckMapCorruption()
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H A Dmirrors.cpp180 wall[mirrorwall[i]].nextsector = -1; in InitMirrors()
361 int nNextSector = pWall->nextsector; in DrawMirrors()
363 pWall->nextsector = mirrorsector; in DrawMirrors()
365 wall[mirrorwall[0]].nextsector = nSector; in DrawMirrors()
402 pWall->nextsector = nNextSector; in DrawMirrors()
526 wall[mirrorwall[i]].nextsector = -1; in Load()
/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/
H A Dm32common.cpp671 if (wall[j].nextsector>=0 && wall[j].nextsector<numsectors) in suggest_nextsector_correction()
674 for (WALLS_OF_SECTOR(wall[j].nextsector, w)) in suggest_nextsector_correction()
697 wall[j].nextsector = newns; in do_nextsector_correction()
704 if (wall[j].nextsector>=0 && wall[j].nextsector<numsectors) in do_nextsector_correction()
707 for (WALLS_OF_SECTOR(wall[j].nextsector, w)) in do_nextsector_correction()
719 wall[j].nextwall = wall[j].nextsector = -1; in do_nextsector_correction()
978 const int32_t ns = wall[j].nextsector; in CheckMapCorruption()
1010 wall[j].nextwall = wall[j].nextsector = -1; in CheckMapCorruption()
1031 wall[j].nextwall = wall[j].nextsector = -1; in CheckMapCorruption()
1148 wall[j].nextwall = wall[j].nextsector = -1; in CheckMapCorruption()
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/
H A Dm32common.cpp682 if (wall[j].nextsector>=0 && wall[j].nextsector<numsectors) in suggest_nextsector_correction()
685 for (WALLS_OF_SECTOR(wall[j].nextsector, w)) in suggest_nextsector_correction()
708 wall[j].nextsector = newns; in do_nextsector_correction()
715 if (wall[j].nextsector>=0 && wall[j].nextsector<numsectors) in do_nextsector_correction()
718 for (WALLS_OF_SECTOR(wall[j].nextsector, w)) in do_nextsector_correction()
730 wall[j].nextwall = wall[j].nextsector = -1; in do_nextsector_correction()
989 const int32_t ns = wall[j].nextsector; in CheckMapCorruption()
1021 wall[j].nextwall = wall[j].nextsector = -1; in CheckMapCorruption()
1042 wall[j].nextwall = wall[j].nextsector = -1; in CheckMapCorruption()
1159 wall[j].nextwall = wall[j].nextsector = -1; in CheckMapCorruption()
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/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/enginerr/
H A DBUILD.C1026 k = wall[j].nextsector; in editinput()
1061 k = wall[j].nextsector; in editinput()
2479 wall[j].nextsector = -1; in overheadeditor()
3390 wall[j].nextsector = -1; in overheadeditor()
3744 wall[j].nextsector = -1; in overheadeditor()
4124 wall[i].nextsector = -1; in overheadeditor()
4166 wall[i].nextsector = -1; in overheadeditor()
4556 wall[i].nextsector = -1; in overheadeditor()
5430 wall[i].nextsector--; in deletesector()
5503 wall[i].nextsector = -1; in checksectorpointer()
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/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/enginera/
H A DBUILD.C1026 k = wall[j].nextsector; in editinput()
1061 k = wall[j].nextsector; in editinput()
2479 wall[j].nextsector = -1; in overheadeditor()
3390 wall[j].nextsector = -1; in overheadeditor()
3744 wall[j].nextsector = -1; in overheadeditor()
4124 wall[i].nextsector = -1; in overheadeditor()
4166 wall[i].nextsector = -1; in overheadeditor()
4556 wall[i].nextsector = -1; in overheadeditor()
5430 wall[i].nextsector--; in deletesector()
5503 wall[i].nextsector = -1; in checksectorpointer()
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/dports/games/jfsw/jfsw-c434002/jfbuild/src/
H A Dbuild.c1252 k = wall[j].nextsector; in editinput()
1287 k = wall[j].nextsector; in editinput()
2731 wall[j].nextsector = -1; in overheadeditor()
3670 wall[j].nextsector = -1; in overheadeditor()
4024 wall[j].nextsector = -1; in overheadeditor()
4407 wall[i].nextsector = -1; in overheadeditor()
4449 wall[i].nextsector = -1; in overheadeditor()
4840 wall[i].nextsector = -1; in overheadeditor()
5887 wall[i].nextsector--; in deletesector()
5960 wall[i].nextsector = -1; in checksectorpointer()
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/dports/games/NBlood/NBlood-a1689a4/source/build/include/
H A Dbuildtypes.h84 StructTracker(Wall, int16_t) point2, nextwall, nextsector;
290 StructTracker(Wall, int16_t) point2, nextwall, nextsector;
/dports/games/zdoom/zdoom-2.8.1/src/
H A Dp_buildmap.cpp76 SWORD point2, nextwall, nextsector, cstat; member
527 walls[i].nextsector = LittleShort(walls[i].nextsector); in LoadWalls()
534 if (walls[i].nextsector < 0 || (walls[i].cstat & 32)) in LoadWalls()
583 if (walls[i].nextsector >= 0) in LoadWalls()
585 lines[j].backsector = sectors + walls[i].nextsector; in LoadWalls()
/dports/games/jfsw/jfsw-c434002/src/
H A Djplayer.c681 j = wal->nextsector; if (j < 0) continue; in computergetinput()
721 if (wall[i].nextsector != goalsect[snum]) continue; in computergetinput()
773 if ((wall[i].nextsector == goalsect[snum]) && (dist > l)) in computergetinput()
831 if (wall[i&(MAXWALLS-1)].nextsector >= 0) in computergetinput()
833 … if (getflorzofslope(wall[i&(MAXWALLS-1)].nextsector,p->posx,p->posy) <= p->posz+(24<<8)) j |= 1; in computergetinput()
834 … if (getceilzofslope(wall[i&(MAXWALLS-1)].nextsector,p->posx,p->posy) >= p->posz-(24<<8)) j |= 2; in computergetinput()
/dports/games/NBlood/NBlood-a1689a4/source/exhumed/src/
H A Dmap.cpp100 i = wal->nextsector; in MarkSectorSeen()
166 if (sector[wal->nextsector].ceilingz == z1 && sector[wal->nextsector].floorz == z2) in G_DrawOverheadMap()
/dports/games/NBlood/NBlood-a1689a4/source/sw/src/
H A Djplayer.cpp680 j = wal->nextsector; if (j < 0) continue; in computergetinput()
720 if (wall[i].nextsector != goalsect[snum]) continue; in computergetinput()
772 if ((wall[i].nextsector == goalsect[snum]) && (dist > l)) in computergetinput()
830 if (wall[i&(MAXWALLS-1)].nextsector >= 0) in computergetinput()
832 … if (getflorzofslope(wall[i&(MAXWALLS-1)].nextsector,p->posx,p->posy) <= p->posz+(24<<8)) j |= 1; in computergetinput()
833 … if (getceilzofslope(wall[i&(MAXWALLS-1)].nextsector,p->posx,p->posy) >= p->posz-(24<<8)) j |= 2; in computergetinput()
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/lunatic/
H A Ddefs_common.lua629 _set_nextsector = function(w, nextsector)
630 if (not (nextsector < 0)) then
631 check_sector_idx(nextsector)
633 ffi.cast(walltype_ptr_ct, w).nextsector = nextsector
H A Dengine_maptext.lua525 wall[i].nextsector = ffiC.sectorofwall_noquick(nw)
527 wall[i].nextsector = -1

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