Searched refs:playerBits (Results 1 – 6 of 6) sorted by relevance
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/ |
H A D | net.cpp | 244 uint32_t playerBits = pInput->bits; in Net_DoPrediction() local 257 playerBits &= ~(1<<SK_CROUCH); in Net_DoPrediction() 265 playerBits &= ~(1<< SK_JUMP); in Net_DoPrediction() 274 playerBits &= ~(1<<SK_AIM_UP); in Net_DoPrediction() 454 if (TEST_SYNC_KEY(playerBits, SK_CROUCH) && TEST_SYNC_KEY(playerBits, SK_JUMP)) in Net_DoPrediction() 458 playerBits &= ~(1<<SK_JUMP); in Net_DoPrediction() 460 playerBits &= ~(1<<SK_CROUCH); in Net_DoPrediction() 467 playerBits &= ~(1<<SK_JUMP); in Net_DoPrediction() 476 playerBits &= ~(1<<SK_CROUCH); in Net_DoPrediction() 933 …if ((!TEST_SYNC_KEY(playerBits, SK_JUMP) && !TEST_SYNC_KEY(playerBits, SK_CROUCH)) && myonground && in Net_DoPrediction() [all …]
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H A D | player.cpp | 5687 playerBits &= ~BIT(SK_FIRE); in P_ProcessWeapon() 7439 playerBits = 0; in P_ProcessInput() 7460 playerBits &= ~(1<< SK_JUMP); in P_ProcessInput() 7734 if (TEST_SYNC_KEY(playerBits, SK_CROUCH) && TEST_SYNC_KEY(playerBits, SK_JUMP)) in P_ProcessInput() 7738 playerBits &= ~(1<<SK_JUMP); in P_ProcessInput() 7747 playerBits &= ~(1<<SK_JUMP); in P_ProcessInput() 7979 if (REALITY && playerBits) in P_ProcessInput() 8519 …if ((!TEST_SYNC_KEY(playerBits, SK_JUMP) && !TEST_SYNC_KEY(playerBits, SK_CROUCH)) && pPlayer->on_… in P_ProcessInput() 9481 playerBits = 0; in P_DHProcessInput() 9703 …if ((!TEST_SYNC_KEY(playerBits, SK_JUMP) && !TEST_SYNC_KEY(playerBits, SK_CROUCH)) && pPlayer->on_… in P_DHProcessInput() [all …]
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H A D | sector.cpp | 3713 pPlayer->aim_mode = (playerBits>>SK_AIMMODE)&1; in P_HandleKeys() 3725 int weaponBits = (playerBits>>SK_WEAPON_BITS)&15; in P_HandleKeys() 3768 if (TEST_SYNC_KEY(playerBits, SK_PAUSE)) in P_HandleKeys() 3819 if (TEST_SYNC_KEY(playerBits, SK_STEROIDS)) in P_HandleKeys() 3910 playerBits |= BIT(SK_HOLSTER); in P_HandleKeys() 4027 if (TEST_SYNC_KEY(playerBits, SK_MEDKIT)) in P_HandleKeys() 4129 pPlayer->aim_mode = (playerBits>>SK_AIMMODE)&1; in P_HandleSharedKeys() 4173 if (TEST_SYNC_KEY(playerBits, SK_PAUSE)) in P_HandleSharedKeys() 4227 if (TEST_SYNC_KEY(playerBits, SK_STEROIDS)) in P_HandleSharedKeys() 4510 playerBits |= BIT(SK_HOLSTER); in P_HandleSharedKeys() [all …]
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/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | sector.cpp | 2591 uint32_t playerBits = g_player[playerNum].input.bits, weaponNum; local 2625 pPlayer->aim_mode = (playerBits>>SK_AIMMODE)&1; 2643 playerBits = weaponNum & ~pPlayer->interface_toggle; 2644 pPlayer->interface_toggle |= playerBits | ((playerBits&0xf00)?0xf00:0); 2647 if (playerBits && TEST_SYNC_KEY(playerBits, SK_MULTIFLAG) == 0) 2649 if (TEST_SYNC_KEY(playerBits, SK_PAUSE)) 2691 if (TEST_SYNC_KEY(playerBits, SK_NIGHTVISION)) 2706 if (TEST_SYNC_KEY(playerBits, SK_STEROIDS)) 2724 …if (pPlayer->newowner == -1 && (TEST_SYNC_KEY(playerBits, SK_INV_LEFT) || TEST_SYNC_KEY(playerBits… 3026 playerBits |= BIT(SK_HOLSTER); [all …]
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H A D | player.cpp | 4072 if (TEST_SYNC_KEY(playerBits, SK_FIRE)) in P_ProcessWeapon() 4077 playerBits &= ~BIT(SK_FIRE); in P_ProcessWeapon() 4168 if (TEST_SYNC_KEY(playerBits, SK_FIRE)) in P_ProcessWeapon() 4183 playerBits &= ~BIT(SK_FIRE); in P_ProcessWeapon() 4681 if (TEST_SYNC_KEY(playerBits, SK_JUMP)) in P_DoWater() 4875 uint32_t playerBits = pInput.bits; in P_ProcessInput() local 4878 playerBits = 0; in P_ProcessInput() 5209 …if ((!TEST_SYNC_KEY(playerBits, SK_JUMP) && !(TEST_SYNC_KEY(playerBits, SK_CROUCH))) && pPlayer->o… in P_ProcessInput() 5669 if (TEST_SYNC_KEY(playerBits, SK_LOOK_UP)) in P_ProcessInput() 5689 if (TEST_SYNC_KEY(playerBits, SK_AIM_UP)) in P_ProcessInput() [all …]
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/n64/ |
H A D | reality_player.cpp | 778 uint32_t playerBits = g_player[playerNum].inputBits->bits; in RT_P_ProcessWeapon() local 786 if (TEST_SYNC_KEY(playerBits, SK_FIRE)) in RT_P_ProcessWeapon() 792 playerBits &= ~BIT(SK_FIRE); in RT_P_ProcessWeapon() 921 if ((*weaponFrame) == 6 && TEST_SYNC_KEY(playerBits, SK_FIRE)) in RT_P_ProcessWeapon() 935 if (pPlayer->on_ground && TEST_SYNC_KEY(playerBits, SK_CROUCH)) in RT_P_ProcessWeapon() 956 if (pPlayer->on_ground && TEST_SYNC_KEY(playerBits, SK_CROUCH)) in RT_P_ProcessWeapon() 972 else if ((*weaponFrame) < 12 && TEST_SYNC_KEY(playerBits, SK_FIRE)) in RT_P_ProcessWeapon() 1154 if (!TEST_SYNC_KEY(playerBits, SK_FIRE)) in RT_P_ProcessWeapon() 1163 if (TEST_SYNC_KEY(playerBits, SK_FIRE)) in RT_P_ProcessWeapon() 1242 if (TEST_SYNC_KEY(playerBits, SK_FIRE)) in RT_P_ProcessWeapon() [all …]
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