/dports/games/NBlood/NBlood-a1689a4/source/exhumed/src/ |
H A D | runlist.cpp | 616 short nextSector = nextsectorneighborz(nSector, sector[nSector].floorz, 1, 1); in runlist_ProcessSectorTag() 676 short nextSector = nextsectorneighborz(nSector, sector[nSector].floorz, 1, -1); in runlist_ProcessSectorTag() 693 short nextSector = nextsectorneighborz(nSector, sector[nSector].floorz, 1, 1); in runlist_ProcessSectorTag() 712 short nextSector = nextsectorneighborz(nSector, sector[nSector].floorz, 1, 1); in runlist_ProcessSectorTag() 723 short nextSector = nextsectorneighborz(nSector, sector[nSector].floorz, 1, 1); in runlist_ProcessSectorTag() 810 short nextSector = nextsectorneighborz(nSector, sector[nSector].floorz, 1, 1); in runlist_ProcessSectorTag() 901 short nextSector = nextsectorneighborz(nSector, sector[nSector].floorz, 1, 1); in runlist_ProcessSectorTag() 933 short nextSector = nextsectorneighborz(nSector, sector[nSector].floorz, 1, 1); in runlist_ProcessSectorTag() 948 short nextSector = nextsectorneighborz(nSector, sector[nSector].floorz, 1, 1); in runlist_ProcessSectorTag() 963 short nextSector = nextsectorneighborz(nSector, sector[nSector].floorz, 1, 1); in runlist_ProcessSectorTag() [all …]
|
/dports/games/NBlood/NBlood-a1689a4/source/witchaven/src/ |
H A D | tags.cpp | 215 goalz = sector[nextsectorneighborz(s, sector[s].ceilingz, 1, 1)].floorz; in operatesector() 315 goalz = sector[nextsectorneighborz(s, sector[s].floorz, -1, -1)].ceilingz; in operatesector() 331 goalz = sector[nextsectorneighborz(s, sector[s].floorz, -1, -1)].ceilingz; in operatesector() 348 goalz = sector[nextsectorneighborz(s, sector[s].ceilingz, 1, 1)].floorz; in operatesector() 364 goalz = sector[nextsectorneighborz(s, sector[s].ceilingz, 1, 1)].floorz; in operatesector() 419 botz = sector[nextsectorneighborz(s, sector[s].ceilingz, 1, 1)].floorz; in operatesector() 435 botz = sector[nextsectorneighborz(s, sector[s].ceilingz, 1, 1)].floorz; in operatesector() 447 topz = sector[nextsectorneighborz(s, sector[s].floorz, -1, -1)].ceilingz; in operatesector() 461 topz = sector[nextsectorneighborz(s, sector[s].floorz, -1, -1)].ceilingz; in operatesector() 972 botz = sector[nextsectorneighborz(s, sector[s].ceilingz, 1, 1)].floorz; in operatesector() [all …]
|
H A D | effects.cpp | 443 goalz = sector[nextsectorneighborz(s, sector[s].floorz, 1, 1)].floorz; in crushingfx() 451 goalz = sector[nextsectorneighborz(s, sector[s].ceilingz, -1, -1)].ceilingz; in crushingfx() 459 goalz = sector[nextsectorneighborz(s, sector[s].ceilingz, -1, -1)].ceilingz; in crushingfx() 461 goalz = sector[nextsectorneighborz(s, sector[s].floorz, 1, 1)].floorz; in crushingfx()
|
/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/ |
H A D | sector1.c | 896 i = nextsectorneighborz(sn,sptr->floorz,1,1); in operatesectors() 899 i = nextsectorneighborz(sn,sptr->floorz,1,-1); in operatesectors() 921 i = nextsectorneighborz(sn,sptr->floorz,1,-1); in operatesectors() 922 if(i==-1) i = nextsectorneighborz(sn,sptr->floorz,1,1); in operatesectors() 936 j = sector[nextsectorneighborz(sn,sptr->ceilingz,1,1)].floorz; in operatesectors() 938 j = sector[nextsectorneighborz(sn,sptr->ceilingz,-1,-1)].ceilingz; in operatesectors() 983 j = nextsectorneighborz(sn,sptr->ceilingz,-1,-1); in operatesectors() 1005 animategoal[i] = sector[nextsectorneighborz(sn,sptr->ceilingz,1,1)].floorz; in operatesectors() 1012 j = sector[nextsectorneighborz(sn,sptr->ceilingz,1,1)].floorz; in operatesectors() 1034 q = sector[nextsectorneighborz(sn,sptr->floorz,1,1)].floorz; in operatesectors() [all …]
|
H A D | game4.c | 1830 j = nextsectorneighborz(sect,sector[sect].floorz,-1,-1); in spawn() 1833 j = nextsectorneighborz(sect,sector[sect].ceilingz,1,1); in spawn()
|
H A D | actors4.c | 1735 j = sector[nextsectorneighborz(sect,sector[sect].ceilingz,-1,-1)].ceilingz; in pinsectorresetup()
|
/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | sector.cpp | 730 i = nextsectorneighborz(sectNum,pSector->floorz,1,1); in G_OperateSectors() 733 i = nextsectorneighborz(sectNum,pSector->floorz,1,-1); in G_OperateSectors() 759 i = nextsectorneighborz(sectNum, pSector->floorz, 1, -1); in G_OperateSectors() 762 i = nextsectorneighborz(sectNum, pSector->floorz, 1, 1); in G_OperateSectors() 798 j = nextsectorneighborz(sectNum,pSector->ceilingz,-1,-1); in G_OperateSectors() 799 if (j == -1) j = nextsectorneighborz(sectNum,pSector->ceilingz,1,1); in G_OperateSectors() 809 j = nextsectorneighborz(sectNum,pSector->ceilingz,1,1); in G_OperateSectors() 810 if (j == -1) j = nextsectorneighborz(sectNum,pSector->ceilingz,-1,-1); in G_OperateSectors() 840 j = nextsectorneighborz(sectNum,pSector->ceilingz,-1,-1); in G_OperateSectors() 863 j = nextsectorneighborz(sectNum, pSector->ceilingz, 1, 1); in G_OperateSectors() [all …]
|
H A D | game.cpp | 3051 int nextSectNum = nextsectorneighborz(sectNum, sector[sectNum].floorz, -1, -1); in A_Spawn() 3065 nextSectNum = nextsectorneighborz(sectNum, sector[sectNum].ceilingz, 1, 1); in A_Spawn()
|
H A D | gameexec.cpp | 4161 … aGameVars[g_returnVarID].global = nextsectorneighborz(params[0], params[1], params[2], params[3]);
|
H A D | actors.cpp | 1010 …|| sprite[spriteNum].sectnum == nextsectorneighborz(pSprite->sectnum, sector[pSprite->sectnum].flo… in A_MaybeAwakenBadGuys()
|
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/ |
H A D | sector.cpp | 882 i = nextsectorneighborz(sectNum,pSector->floorz,1,1); in G_OperateSectors() 885 i = nextsectorneighborz(sectNum,pSector->floorz,1,-1); in G_OperateSectors() 907 i = nextsectorneighborz(sectNum, pSector->floorz, 1, -1); in G_OperateSectors() 910 i = nextsectorneighborz(sectNum, pSector->floorz, 1, 1); in G_OperateSectors() 943 j = nextsectorneighborz(sectNum,pSector->ceilingz,-1,-1); in G_OperateSectors() 954 j = nextsectorneighborz(sectNum,pSector->ceilingz,1,1); in G_OperateSectors() 985 j = nextsectorneighborz(sectNum,pSector->ceilingz,-1,-1); in G_OperateSectors() 1007 … g_animateGoal[i] = sector[nextsectorneighborz(sectNum,pSector->ceilingz,1,1)].floorz; in G_OperateSectors() 1013 j = sector[nextsectorneighborz(sectNum,pSector->ceilingz,1,1)].floorz; in G_OperateSectors() 1033 int const floorNeighbor = nextsectorneighborz(sectNum, pSector->floorz, 1, 1); in G_OperateSectors() [all …]
|
H A D | game.cpp | 4273 int nextSectNum = nextsectorneighborz(sectNum, sector[sectNum].floorz, -1, -1); in A_Spawn() 4287 nextSectNum = nextsectorneighborz(sectNum, sector[sectNum].ceilingz, 1, 1); in A_Spawn()
|
H A D | actors.cpp | 3788 … int const newZ = sector[nextsectorneighborz(sectNum, sector[sectNum].ceilingz,-1,-1)].ceilingz; in A_PinSectorResetUp()
|
/dports/games/NBlood/NBlood-a1689a4/source/tekwar/src/ |
H A D | tektag.cpp | 832 k=nextsectorneighborz(j,sectptr[j]->floorz,1,1); in tekpreptags() 1778 door->goalz[0]=sectptr[nextsectorneighborz(s,sectptr[s]->floorz,-1,-1)]->ceilingz; in movedoors() 1783 door->goalz[0]=sectptr[nextsectorneighborz(s,sectptr[s]->ceilingz,1,1)]->floorz; in movedoors() 1789 door->goalz[0]=sectptr[nextsectorneighborz(s,sectptr[s]->ceilingz,1,1)]->floorz; in movedoors() 1798 door->goalz[0]=sectptr[nextsectorneighborz(s,sectptr[s]->ceilingz,-1,-1)]->ceilingz; in movedoors() 1799 door->goalz[2]=sectptr[nextsectorneighborz(s,sectptr[s]->floorz,1,1)]->floorz; in movedoors() 1865 door->goalz[0]=sectptr[nextsectorneighborz(s,sectptr[s]->ceilingz,1,1)]->floorz; in movedoors()
|
/dports/games/jfsw/jfsw-c434002/jfbuild/include/ |
H A D | build.h | 445 int nextsectorneighborz(short sectnum, int thez, short topbottom, short direction);
|
/dports/games/NBlood/NBlood-a1689a4/source/build/include/ |
H A D | build.h | 1346 int32_t nextsectorneighborz(int16_t sectnum, int32_t refz, int16_t topbottom, int16_t direction);
|
/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/enginera/ |
H A D | GAME.C | 565 animategoal[i] = sector[nextsectorneighborz(dasector,sector[dasector].floorz,-1,-1)].ceilingz; in operatesector() 573 daz = sector[nextsectorneighborz(dasector,sector[dasector].floorz,-1,-1)].ceilingz; in operatesector() 597 animategoal[i] = sector[nextsectorneighborz(dasector,sector[dasector].ceilingz,1,1)].floorz; in operatesector() 605 daz = sector[nextsectorneighborz(dasector,sector[dasector].ceilingz,1,1)].floorz; in operatesector()
|
H A D | ENGINE.C | 4412 nextsectorneighborz(short sectnum, long thez, short topbottom, short direction) in nextsectorneighborz() function
|
/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/enginerr/ |
H A D | GAME.C | 566 animategoal[i] = sector[nextsectorneighborz(dasector,sector[dasector].floorz,-1,-1)].ceilingz; in operatesector() 574 daz = sector[nextsectorneighborz(dasector,sector[dasector].floorz,-1,-1)].ceilingz; in operatesector() 598 animategoal[i] = sector[nextsectorneighborz(dasector,sector[dasector].ceilingz,1,1)].floorz; in operatesector() 606 daz = sector[nextsectorneighborz(dasector,sector[dasector].ceilingz,1,1)].floorz; in operatesector()
|
H A D | ENGINE.C | 4372 nextsectorneighborz(short sectnum, long thez, short topbottom, short direction) in nextsectorneighborz() function
|
/dports/games/NBlood/NBlood-a1689a4/source/kenbuild/src/ |
H A D | game.cpp | 774 … animategoal[i] = sector[nextsectorneighborz(dasector,sector[dasector].floorz,-1,-1)].ceilingz; in operatesector() 782 daz = sector[nextsectorneighborz(dasector,sector[dasector].floorz,-1,-1)].ceilingz; in operatesector() 806 … animategoal[i] = sector[nextsectorneighborz(dasector,sector[dasector].ceilingz,1,1)].floorz; in operatesector() 814 daz = sector[nextsectorneighborz(dasector,sector[dasector].ceilingz,1,1)].floorz; in operatesector()
|
/dports/games/jfsw/jfsw-c434002/jfbuild/kenbuild/ |
H A D | game.c | 818 animategoal[i] = sector[nextsectorneighborz(dasector,sector[dasector].floorz,-1,-1)].ceilingz; 826 daz = sector[nextsectorneighborz(dasector,sector[dasector].floorz,-1,-1)].ceilingz; 850 animategoal[i] = sector[nextsectorneighborz(dasector,sector[dasector].ceilingz,1,1)].floorz; 858 daz = sector[nextsectorneighborz(dasector,sector[dasector].ceilingz,1,1)].floorz;
|
/dports/games/jfsw/jfsw-c434002/src/ |
H A D | sector.c | 788 …destz = sector[nextsectorneighborz(sbp->Sector, sector[sbp->Sector].floorz, SEARCH_FLOOR, SEARCH_D… in DoSpringBoardDown()
|
/dports/games/NBlood/NBlood-a1689a4/source/sw/src/ |
H A D | sector.cpp | 693 … destz = sector[nextsectorneighborz(sbp->Sector, sector[sbp->Sector].floorz, 1, 1)].floorz; in DoSpringBoardDown()
|
/dports/games/jfsw/jfsw-c434002/jfbuild/src/ |
H A D | engine.c | 8216 int nextsectorneighborz(short sectnum, int thez, short topbottom, short direction) in nextsectorneighborz() function
|