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Searched refs:playerState_t (Results 1 – 25 of 366) sorted by relevance

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/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/cgame/
H A Dcg_tutorial.c145 static qboolean CG_BuildableInRange( playerState_t *ps ) in CG_BuildableInRange()
170 static void CG_AlienBuilderText( char *text, playerState_t *ps ) in CG_AlienBuilderText()
224 static void CG_AlienLevel0Text( char *text, playerState_t *ps ) in CG_AlienLevel0Text()
239 static void CG_AlienLevel1Text( char *text, playerState_t *ps ) in CG_AlienLevel1Text()
265 static void CG_AlienLevel2Text( char *text, playerState_t *ps ) in CG_AlienLevel2Text()
288 static void CG_AlienLevel3Text( char *text, playerState_t *ps ) in CG_AlienLevel3Text()
311 static void CG_AlienLevel4Text( char *text, playerState_t *ps ) in CG_AlienLevel4Text()
327 static void CG_HumanCkitText( char *text, playerState_t *ps ) in CG_HumanCkitText()
363 static void CG_HumanText( char *text, playerState_t *ps ) in CG_HumanText()
497 static void CG_SpectatorText( char *text, playerState_t *ps ) in CG_SpectatorText()
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H A Dcg_playerstate.c163 void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops ) in CG_CheckPlayerstateEvents()
207 void CG_CheckChangedPredictableEvents( playerState_t *ps ) in CG_CheckChangedPredictableEvents()
246 void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) in CG_CheckLocalSounds()
277 void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ) in CG_TransitionPlayerState()
/dports/games/iortcw/iortcw-1.51c/MP/code/cgame/
H A Dcg_playerstate.c300 void CG_CheckPlayerstateEvents_wolf( playerState_t *ps, playerState_t *ops ) { in CG_CheckPlayerstateEvents_wolf()
326 void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops ) { in CG_CheckPlayerstateEvents()
364 void CG_CheckChangedPredictableEvents( playerState_t *ps ) { in CG_CheckChangedPredictableEvents()
401 void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) { in CG_CheckLocalSounds()
545 void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ) { in CG_TransitionPlayerState()
/dports/games/ioquake3/ioquake3-1.36/code/game/
H A Dbg_public.h162 playerState_t *ps;
195 void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd );
653 qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps );
699 void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps );
701 void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad );
703 void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap );
704 void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolea…
706 qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
/dports/games/ioquake3-server/ioquake3-1.36/code/game/
H A Dbg_public.h162 playerState_t *ps;
195 void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd );
653 qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps );
699 void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps );
701 void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad );
703 void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap );
704 void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolea…
706 qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
/dports/games/evq3/evq3/code/game/
H A Dbg_public.h162 playerState_t *ps;
195 void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd );
653 qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps );
699 void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps );
701 void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad );
703 void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap );
704 void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolea…
706 qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/game/
H A Dbg_public.h162 playerState_t *ps;
195 void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd );
653 qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps );
699 void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps );
701 void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad );
703 void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap );
704 void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolea…
706 qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
/dports/games/openarena/openarena-engine-source-0.8.8/code/game/
H A Dbg_public.h162 playerState_t *ps;
195 void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd );
653 qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps );
699 void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps );
701 void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad );
703 void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap );
704 void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolea…
706 qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
/dports/games/openarena-server/openarena-engine-source-0.8.8/code/game/
H A Dbg_public.h162 playerState_t *ps;
195 void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd );
653 qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps );
699 void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps );
701 void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad );
703 void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap );
704 void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolea…
706 qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
/dports/games/openjk/OpenJK-07675e2/codemp/game/
H A DFighterNPC.c50 playerState_t *parentPS; in BG_FighterUpdate()
307 playerState_t *parentPS = parent->playerState; in ProcessMoveCommands()
828 …ghterDamageRoutine( Vehicle_t *pVeh, bgEntity_t *parent, playerState_t *parentPS, playerState_t *r… in FighterDamageRoutine()
994 void FighterRollAdjust(Vehicle_t *pVeh, playerState_t *riderPS, playerState_t *parentPS) in FighterRollAdjust()
1064 void FighterYawAdjust(Vehicle_t *pVeh, playerState_t *riderPS, playerState_t *parentPS) in FighterYawAdjust()
1129 void FighterPitchAdjust(Vehicle_t *pVeh, playerState_t *riderPS, playerState_t *parentPS) in FighterPitchAdjust()
1196 void FighterYawAdjust(Vehicle_t *pVeh, playerState_t *riderPS, playerState_t *parentPS) in FighterYawAdjust()
1222 void FighterPitchAdjust(Vehicle_t *pVeh, playerState_t *riderPS, playerState_t *parentPS) in FighterPitchAdjust()
1249 void FighterPitchClamp(Vehicle_t *pVeh, playerState_t *riderPS, playerState_t *parentPS, int curTim… in FighterPitchClamp()
1283 playerState_t *parentPS, *riderPS; in ProcessOrientCommands()
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H A Dbg_public.h469 playerState_t *playerState;
484 playerState_t *ps;
557 void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd );
1672 qboolean BG_KnockDownable(playerState_t *ps);
1715 qboolean BG_InRoll( playerState_t *ps, int anim );
1729 void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad );
1731 void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap );
1734 qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
1748 qboolean BG_IsItemSelectable(playerState_t *ps, int item);
1750 qboolean BG_HasYsalamiri(int gametype, playerState_t *ps);
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H A Dbg_local.h84 qboolean PM_InKnockDown( playerState_t *ps );
90 qboolean PM_InRollComplete( playerState_t *ps, int anim );
121 void BG_CycleInven(playerState_t *ps, int direction);
/dports/games/iortcw/iortcw-1.51c/SP/code/game/
H A Dbg_public.h282 playerState_t *ps;
1273 qboolean BG_CanItemBeGrabbed( const entityState_t *ent, const playerState_t *ps );
1417 void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps );
1421 void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap );
1422 void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboo…
1424 qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
1425 qboolean BG_PlayerSeesItem( playerState_t *ps, entityState_t *item, int atTime );
1731 int BG_AnimScriptCannedAnimation( playerState_t *ps, aistateEnum_t state );
1732 int BG_AnimScriptStateChange( playerState_t *ps, aistateEnum_t newState, aistateEnum_t oldState );
1745 int BG_GetAnimScriptEvent( playerState_t *ps, scriptAnimEventTypes_t event );
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/dports/games/iortcw/iortcw-1.51c/MP/code/game/
H A Dbg_public.h289 playerState_t *ps;
1252 qboolean BG_AkimboFireSequence( playerState_t *ps ); //----(SA) added
1256 qboolean BG_CanItemBeGrabbed( const entityState_t *ent, const playerState_t *ps );
1397 void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps );
1401 void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap );
1402 void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboo…
1405 qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
1406 qboolean BG_PlayerSeesItem( playerState_t *ps, entityState_t *item, int atTime );
1688 int BG_AnimScriptCannedAnimation( playerState_t *ps, aistateEnum_t state );
1689 int BG_AnimScriptStateChange( playerState_t *ps, aistateEnum_t newState, aistateEnum_t oldState );
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/dports/games/openjk/OpenJK-07675e2/code/game/
H A DWalkerNPC.cpp159 playerState_t *parentPS = parent->playerState; in ProcessMoveCommands()
161 playerState_t *parentPS = &parent->client->ps; in ProcessMoveCommands()
263 extern void FighterYawAdjust(Vehicle_t *pVeh, playerState_t *riderPS, playerState_t *parentPS); //F…
264 extern void FighterPitchAdjust(Vehicle_t *pVeh, playerState_t *riderPS, playerState_t *parentPS); /…
281 playerState_t *parentPS, *riderPS; in ProcessOrientCommands()
H A DFighterNPC.cpp120 playerState_t *parentPS; in BG_FighterUpdate()
311 qboolean FighterIsLanded( Vehicle_t *pVeh, playerState_t *parentPS ) in FighterIsLanded()
321 qboolean FighterIsLanding( Vehicle_t *pVeh, playerState_t *parentPS ) in FighterIsLanding()
401 playerState_t *parentPS = parent->playerState; in ProcessMoveCommands()
403 playerState_t *parentPS = &parent->client->ps; in ProcessMoveCommands()
956 …ghterDamageRoutine( Vehicle_t *pVeh, bgEntity_t *parent, playerState_t *parentPS, playerState_t *r… in FighterDamageRoutine()
1121 void FighterYawAdjust(Vehicle_t *pVeh, playerState_t *riderPS, playerState_t *parentPS) in FighterYawAdjust()
1147 void FighterPitchAdjust(Vehicle_t *pVeh, playerState_t *riderPS, playerState_t *parentPS) in FighterPitchAdjust()
1188 playerState_t *parentPS, *riderPS; in ProcessOrientCommands()
1576 playerState_t *parentPS = pVeh->m_pParentEntity->playerState; in AnimateVehicle()
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H A Dbg_public.h132 playerState_t *ps;
162 void PM_UpdateViewAngles( playerState_t *ps, usercmd_t *cmd, gentity_t *gent );
710 qboolean BG_CanItemBeGrabbed( const entityState_t *ent, const playerState_t *ps );
758 void AddEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps );
759 int CurrentPlayerstateEvent( playerState_t *ps );
761 void PlayerStateToEntityState( playerState_t *ps, entityState_t *s );
763 qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
/dports/games/openjk/OpenJK-07675e2/codeJK2/game/
H A Dbg_public.h133 playerState_t *ps;
163 void PM_UpdateViewAngles( playerState_t *ps, usercmd_t *cmd, gentity_t *gent );
625 qboolean BG_CanItemBeGrabbed( const entityState_t *ent, const playerState_t *ps );
672 void AddEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps );
673 int CurrentPlayerstateEvent( playerState_t *ps );
675 void PlayerStateToEntityState( playerState_t *ps, entityState_t *s );
677 qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
/dports/games/iortcw/iortcw-1.51c/SP/code/cgame/
H A Dcg_playerstate.c283 void CG_CheckPlayerstateEvents_wolf( playerState_t *ps, playerState_t *ops ) { in CG_CheckPlayerstateEvents_wolf()
309 void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops ) { in CG_CheckPlayerstateEvents()
347 void CG_CheckChangedPredictableEvents( playerState_t *ps ) { in CG_CheckChangedPredictableEvents()
384 void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) { in CG_CheckLocalSounds()
508 void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ) { in CG_TransitionPlayerState()
/dports/games/openjk/OpenJK-07675e2/codemp/server/
H A Dsv_game.cpp54 playerState_t *SV_GameClientNum( int num ) { in SV_GameClientNum()
55 playerState_t *ps; in SV_GameClientNum()
57 ps = (playerState_t *)((byte *)sv.gameClients + sv.gameClientSize*(num)); in SV_GameClientNum()
/dports/games/openjk/OpenJK-07675e2/code/cgame/
H A Dcg_playerstate.cpp242 void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops ) { in CG_CheckPlayerstateEvents()
334 void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ) { in CG_TransitionPlayerState()
/dports/games/openjk/OpenJK-07675e2/codeJK2/cgame/
H A Dcg_playerstate.cpp238 void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops ) { in CG_CheckPlayerstateEvents()
330 void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ) { in CG_TransitionPlayerState()
/dports/games/openjk/OpenJK-07675e2/codemp/cgame/
H A Dcg_playerstate.c224 void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops ) { in CG_CheckPlayerstateEvents()
264 void CG_CheckChangedPredictableEvents( playerState_t *ps ) { in CG_CheckChangedPredictableEvents()
318 void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) { in CG_CheckLocalSounds()
505 void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ) { in CG_TransitionPlayerState()
/dports/games/ioquake3-server/ioquake3-1.36/code/cgame/
H A Dcg_playerstate.c209 void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops ) { in CG_CheckPlayerstateEvents()
247 void CG_CheckChangedPredictableEvents( playerState_t *ps ) { in CG_CheckChangedPredictableEvents()
297 void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) { in CG_CheckLocalSounds()
486 void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ) { in CG_TransitionPlayerState()
/dports/games/ioquake3/ioquake3-1.36/code/cgame/
H A Dcg_playerstate.c209 void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops ) { in CG_CheckPlayerstateEvents()
247 void CG_CheckChangedPredictableEvents( playerState_t *ps ) { in CG_CheckChangedPredictableEvents()
297 void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) { in CG_CheckLocalSounds()
486 void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ) { in CG_TransitionPlayerState()

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