/dports/games/jfsw/jfsw-c434002/jfbuild/include/ |
H A D | build.h | 459 int setspritez(short spritenum, int newx, int newy, int newz);
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/dports/games/jfsw/jfsw-c434002/src/ |
H A D | skel.c | 569 setspritez(SpriteNum, sp->x, sp->y, sp->z); in DoSkelTeleport()
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H A D | break.c | 611 setspritez(BreakSprite, hitx, hity, hitz); in AutoBreakWall()
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H A D | jsector.c | 98 setspritez(SpriteNum, midx, midy, midz); in SpawnWallSound()
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H A D | jweapon.c | 2216 setspritez(Weapon, ap->x, ap->y, SPRITEp_MID(ap)); in DoCarryFlag() 2375 setspritez(Weapon, ap->x, ap->y, SPRITEp_MID(ap)); in DoCarryFlagNoDet()
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H A D | track.c | 1878 setspritez(sop->sp_num[i], sp->x, sp->y, sp->z); in MovePoints() 2056 setspritez(sop->sp_num[i], sp->x, sp->y, sp->z); in UpdateSectorObjectSprites()
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H A D | sprite.c | 5186 setspritez(SpriteNum, sp->x, sp->y, sp->z); in DoGrating() 7125 setspritez(spritenum, spr->x, spr->y, spr->z); in move_sprite() 7369 setspritez(spritenum, sp->x, sp->y, sp->z); in move_missile()
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H A D | sector.c | 1263 setspritez(sn, sp->x, sp->y, sp->z); in DoSpawnSpotsForKill()
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H A D | weapon.c | 8786 setspritez(Weapon, ap->x, ap->y, ap->z); in DoPlasmaFountain() 9564 setspritez(Weapon, ap->x, ap->y, ap->z - u->sz); in DoMineStuck() 10043 setspritez(Weapon, ap->x, ap->y, ap->z - u->sz); in DoEMPBurst() 10557 setspritez(new,np->x,np->y,np->z); in DoMicro() 17857 setspritez(new, hitx, hity, hitz); in BulletHitSprite() 19309 setspritez(SpriteNum, sp->x, sp->y, sp->z); in InitEnemyUzi() 21881 setspritez(LoWangsQueue[LoWangsQueueHead],sp->x,sp->y,sp->z); in QueueLoWangs()
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H A D | player.c | 1391 setspritez(effect, ep->x, ep->y, ep->z); in DoSpawnTeleporterEffect() 1418 setspritez(effect, ep->x, ep->y, ep->z); in DoSpawnTeleporterEffectPlace()
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/dports/games/NBlood/NBlood-a1689a4/source/sw/src/ |
H A D | skel.cpp | 569 setspritez(SpriteNum, (vec3_t *)sp); in DoSkelTeleport()
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H A D | break.cpp | 609 setspritez(BreakSprite, &hit_pos); in AutoBreakWall()
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H A D | jsector.cpp | 95 setspritez(SpriteNum, &mid); in SpawnWallSound()
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H A D | track.cpp | 1887 setspritez(sop->sp_num[i], (vec3_t *)sp); in MovePoints() 2065 setspritez(sop->sp_num[i], (vec3_t *)sp); in UpdateSectorObjectSprites()
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H A D | sprite.cpp | 5159 setspritez(SpriteNum, (vec3_t *)sp); in DoGrating() 7110 setspritez(spritenum, (vec3_t *)spr); in move_sprite() 7352 setspritez(spritenum, (vec3_t *)sp); in move_missile()
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H A D | sector.cpp | 1158 setspritez(sn, (vec3_t *)sp); in DoSpawnSpotsForKill()
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H A D | player.cpp | 1404 setspritez(effect, (vec3_t *)ep); in DoSpawnTeleporterEffect() 1428 setspritez(effect, (vec3_t *)ep); in DoSpawnTeleporterEffectPlace()
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H A D | weapon.cpp | 8654 setspritez(Weapon, (vec3_t *)ap); in DoPlasmaFountain() 10379 setspritez(New, (vec3_t *)np); in DoMicro() 17684 setspritez(New, &hit_pos); in BulletHitSprite() 19117 setspritez(SpriteNum, (vec3_t *)sp); in InitEnemyUzi() 21647 setspritez(LoWangsQueue[LoWangsQueueHead], (vec3_t *)sp); in QueueLoWangs()
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/dports/games/NBlood/NBlood-a1689a4/source/build/include/ |
H A D | build.h | 1434 int32_t setspritez(int16_t spritenum, const vec3_t *) ATTRIBUTE((nonnull(2))); 1729 return setspritez(spritenum, &vector); in setspritez_old()
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/ |
H A D | gameexec.cpp | 479 setspritez(spriteNum, (vec3_t *)pSprite); in A_Fall() 533 setspritez(spriteNum, (vec3_t *)pSprite); in A_FallBomb() 1229 setspritez(spriteNum, (vec3_t *)pSprite); in VM_Fall()
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H A D | astub.cpp | 5452 setspritez(sp, (vec3_t *)&sprite[sp]); in Keys3d()
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/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | gameexec.cpp | 471 setspritez(spriteNum, &pSprite->pos); in A_Fall() 978 setspritez(spriteNum, &pSprite->pos);
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H A D | astub.cpp | 5405 setspritez(sp, &sprite[sp].pos); in Keys3d()
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H A D | actors.cpp | 666 setspritez(spriteNum, &pSprite->pos); in A_MoveSpriteClipdist()
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/dports/games/NBlood/NBlood-a1689a4/source/build/src/ |
H A D | build.cpp | 5933 setspritez(daspr-sprite, (const vec3_t *)daspr); in overheadeditor() 5962 if (setspritez(daspr, &vec) == -1 && osec>=0) in overheadeditor()
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