Searched refs:seenstate (Results 1 – 5 of 5) sorted by relevance
63 statenum_t *seenstate = seenstate_tab; // pointer to table in P_SetMobjState() local70 memset(seenstate=tempstate,0,sizeof tempstate); // clear state table in P_SetMobjState()94 seenstate[state] = 1 + st->nextstate; // killough 4/9/98 in P_SetMobjState()97 } while (!mobj->tics && !seenstate[state]); // killough 4/9/98 in P_SetMobjState()103 for (;(state=seenstate[i]);i=state-1) in P_SetMobjState()104 seenstate[i] = 0; // killough 4/9/98: erase memory of states in P_SetMobjState()
64 statenum_t *seenstate = seenstate_tab; // pointer to table in P_SetMobjState() local71 memset(seenstate=tempstate,0,sizeof tempstate); // clear state table in P_SetMobjState()95 seenstate[state] = 1 + st->nextstate; // killough 4/9/98 in P_SetMobjState()98 } while (!mobj->tics && !seenstate[state]); // killough 4/9/98 in P_SetMobjState()104 for (;(state=seenstate[i]);i=state-1) in P_SetMobjState()105 seenstate[i] = 0; // killough 4/9/98: erase memory of states in P_SetMobjState()
67 statenum_t *seenstate = seenstate_tab; // pointer to table in P_SetMobjState() local74 memset(seenstate=tempstate,0,sizeof tempstate); // clear state table in P_SetMobjState()98 seenstate[state] = 1 + st->nextstate; // killough 4/9/98 in P_SetMobjState()101 } while (!mobj->tics && !seenstate[state]); // killough 4/9/98 in P_SetMobjState()107 for (;(state=seenstate[i]);i=state-1) in P_SetMobjState()108 seenstate[i] = 0; // killough 4/9/98: erase memory of states in P_SetMobjState()
290 statenum_t *seenstate = seenstate_tab; // pointer to table in P_SetMobjState() local296 seenstate = tempstate; in P_SetMobjState()323 seenstate[state] = 1 + st->nextstate; // killough 4/9/98 in P_SetMobjState()325 if( seenstate[state] ) break; // killough 4/9/98 in P_SetMobjState()
195 statenum_t *seenstate = seenstate_tab; // pointer to table in P_SetPlayerMobjState() local310 memset(seenstate = tempstate, 0, sizeof tempstate); // clear state table in P_SetPlayerMobjState()469 seenstate[state] = 1 + st->nextstate; in P_SetPlayerMobjState()472 } while (!mobj->tics && !seenstate[state]); in P_SetPlayerMobjState()478 for (;(state = seenstate[i]) > S_NULL; i = state - 1) in P_SetPlayerMobjState()479 seenstate[i] = S_NULL; // erase memory of states in P_SetPlayerMobjState()491 statenum_t *seenstate = seenstate_tab; // pointer to table in P_SetMobjState() local590 seenstate[state] = 1 + st->nextstate; in P_SetMobjState()593 } while (!mobj->tics && !seenstate[state]); in P_SetMobjState()599 for (;(state = seenstate[i]) > S_NULL; i = state - 1) in P_SetMobjState()[all …]