Searched refs:pFloor (Results 1 – 3 of 3) sorted by relevance
407 _floor *pFloor; in Project_point_down_through_floors() local427 pFloor = (_floor *)floors->Fetch_item_by_number(j); in Project_point_down_through_floors()429 if (pFloor->base_height == nY) { in Project_point_down_through_floors()431 …if ((nX >= pFloor->rect.x1) && (nX <= pFloor->rect.x2) && (nZ >= pFloor->rect.z1) && (nZ <= pFloor… in Project_point_down_through_floors()
503 _floor *pFloor; in DrawFloorRectangles() local521 pFloor = MS->floor_def->Fetch_floor_number(i); in DrawFloorRectangles()524 …if (((PXfloat)pFloor->base_height >= m_nIncludedFloor) && ((PXfloat)pFloor->base_height <= m_nIncl… in DrawFloorRectangles()526 sRect = pFloor->rect; in DrawFloorRectangles()
957 LEVELNODE *pFloor; in AddBuildingSectionToWorld() local961 pFloor = gpWorldLevelData[ iMapIndex ].pLandHead; in AddBuildingSectionToWorld()962 while( pFloor ) in AddBuildingSectionToWorld()964 const UINT32 uiTileType = GetTileType(pFloor->usIndex); in AddBuildingSectionToWorld()