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Searched refs:systemBits (Results 1 – 12 of 12) sorted by relevance

/dports/games/iortcw/iortcw-1.51c/SP/code/client/
H A Dcl_cin.c1473 int CIN_PlayCinematic( const char *arg, int x, int y, int w, int h, int systemBits ) { in CIN_PlayCinematic() argument
1484 if ( !( systemBits & CIN_system ) ) { in CIN_PlayCinematic()
1511 CIN_SetLooping( currentHandle, ( systemBits & CIN_loop ) != 0 ); in CIN_PlayCinematic()
1515 cinTable[currentHandle].holdAtEnd = ( systemBits & CIN_hold ) != 0; in CIN_PlayCinematic()
1516 cinTable[currentHandle].alterGameState = ( systemBits & CIN_system ) != 0; in CIN_PlayCinematic()
1518 cinTable[currentHandle].silent = ( systemBits & CIN_silent ) != 0; in CIN_PlayCinematic()
1519 cinTable[currentHandle].shader = ( systemBits & CIN_shader ) != 0; in CIN_PlayCinematic()
1520 cinTable[currentHandle].letterBox = ( systemBits & CIN_letterBox ) != 0; in CIN_PlayCinematic()
/dports/games/ioquake3-server/ioquake3-1.36/code/client/
H A Dcl_cin.c1411 int CIN_PlayCinematic( const char *arg, int x, int y, int w, int h, int systemBits ) { in CIN_PlayCinematic() argument
1422 if (!(systemBits & CIN_system)) { in CIN_PlayCinematic()
1449 CIN_SetLooping(currentHandle, (systemBits & CIN_loop)!=0); in CIN_PlayCinematic()
1453 cinTable[currentHandle].holdAtEnd = (systemBits & CIN_hold) != 0; in CIN_PlayCinematic()
1454 cinTable[currentHandle].alterGameState = (systemBits & CIN_system) != 0; in CIN_PlayCinematic()
1456 cinTable[currentHandle].silent = (systemBits & CIN_silent) != 0; in CIN_PlayCinematic()
1457 cinTable[currentHandle].shader = (systemBits & CIN_shader) != 0; in CIN_PlayCinematic()
/dports/games/ioquake3/ioquake3-1.36/code/client/
H A Dcl_cin.c1411 int CIN_PlayCinematic( const char *arg, int x, int y, int w, int h, int systemBits ) { in CIN_PlayCinematic() argument
1422 if (!(systemBits & CIN_system)) { in CIN_PlayCinematic()
1449 CIN_SetLooping(currentHandle, (systemBits & CIN_loop)!=0); in CIN_PlayCinematic()
1453 cinTable[currentHandle].holdAtEnd = (systemBits & CIN_hold) != 0; in CIN_PlayCinematic()
1454 cinTable[currentHandle].alterGameState = (systemBits & CIN_system) != 0; in CIN_PlayCinematic()
1456 cinTable[currentHandle].silent = (systemBits & CIN_silent) != 0; in CIN_PlayCinematic()
1457 cinTable[currentHandle].shader = (systemBits & CIN_shader) != 0; in CIN_PlayCinematic()
/dports/games/evq3/evq3/code/client/
H A Dcl_cin.c1403 int CIN_PlayCinematic( const char *arg, int x, int y, int w, int h, int systemBits ) { in CIN_PlayCinematic() argument
1414 if (!(systemBits & CIN_system)) { in CIN_PlayCinematic()
1441 CIN_SetLooping(currentHandle, (systemBits & CIN_loop)!=0); in CIN_PlayCinematic()
1445 cinTable[currentHandle].holdAtEnd = (systemBits & CIN_hold) != 0; in CIN_PlayCinematic()
1446 cinTable[currentHandle].alterGameState = (systemBits & CIN_system) != 0; in CIN_PlayCinematic()
1448 cinTable[currentHandle].silent = (systemBits & CIN_silent) != 0; in CIN_PlayCinematic()
1449 cinTable[currentHandle].shader = (systemBits & CIN_shader) != 0; in CIN_PlayCinematic()
/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/client/
H A Dcl_cin.c1414 int CIN_PlayCinematic( const char *arg, int x, int y, int w, int h, int systemBits ) { in CIN_PlayCinematic() argument
1425 if (!(systemBits & CIN_system)) { in CIN_PlayCinematic()
1452 CIN_SetLooping(currentHandle, (systemBits & CIN_loop)!=0); in CIN_PlayCinematic()
1456 cinTable[currentHandle].holdAtEnd = (systemBits & CIN_hold) != 0; in CIN_PlayCinematic()
1457 cinTable[currentHandle].alterGameState = (systemBits & CIN_system) != 0; in CIN_PlayCinematic()
1459 cinTable[currentHandle].silent = (systemBits & CIN_silent) != 0; in CIN_PlayCinematic()
1460 cinTable[currentHandle].shader = (systemBits & CIN_shader) != 0; in CIN_PlayCinematic()
/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/client/
H A Dcl_cin.c1405 int CIN_PlayCinematic( const char *arg, int x, int y, int w, int h, int systemBits ) { in CIN_PlayCinematic() argument
1416 if (!(systemBits & CIN_system)) { in CIN_PlayCinematic()
1443 CIN_SetLooping(currentHandle, (systemBits & CIN_loop)!=0); in CIN_PlayCinematic()
1447 cinTable[currentHandle].holdAtEnd = (systemBits & CIN_hold) != 0; in CIN_PlayCinematic()
1448 cinTable[currentHandle].alterGameState = (systemBits & CIN_system) != 0; in CIN_PlayCinematic()
1450 cinTable[currentHandle].silent = (systemBits & CIN_silent) != 0; in CIN_PlayCinematic()
1451 cinTable[currentHandle].shader = (systemBits & CIN_shader) != 0; in CIN_PlayCinematic()
/dports/games/openarena/openarena-engine-source-0.8.8/code/client/
H A Dcl_cin.c1411 int CIN_PlayCinematic( const char *arg, int x, int y, int w, int h, int systemBits ) { in CIN_PlayCinematic() argument
1422 if (!(systemBits & CIN_system)) { in CIN_PlayCinematic()
1449 CIN_SetLooping(currentHandle, (systemBits & CIN_loop)!=0); in CIN_PlayCinematic()
1453 cinTable[currentHandle].holdAtEnd = (systemBits & CIN_hold) != 0; in CIN_PlayCinematic()
1454 cinTable[currentHandle].alterGameState = (systemBits & CIN_system) != 0; in CIN_PlayCinematic()
1456 cinTable[currentHandle].silent = (systemBits & CIN_silent) != 0; in CIN_PlayCinematic()
1457 cinTable[currentHandle].shader = (systemBits & CIN_shader) != 0; in CIN_PlayCinematic()
/dports/games/openjk/OpenJK-07675e2/codemp/client/
H A Dcl_cin.cpp1439 int CIN_PlayCinematic( const char *arg, int x, int y, int w, int h, int systemBits ) { in CIN_PlayCinematic() argument
1451 if (!(systemBits & CIN_system)) { in CIN_PlayCinematic()
1478 CIN_SetLooping(currentHandle, (qboolean)((systemBits & CIN_loop)!=0)); in CIN_PlayCinematic()
1482 cinTable[currentHandle].holdAtEnd = (qboolean)((systemBits & CIN_hold) != 0); in CIN_PlayCinematic()
1483 cinTable[currentHandle].alterGameState = (qboolean)((systemBits & CIN_system) != 0); in CIN_PlayCinematic()
1485 cinTable[currentHandle].silent = (qboolean)((systemBits & CIN_silent) != 0); in CIN_PlayCinematic()
1486 cinTable[currentHandle].shader = (qboolean)((systemBits & CIN_shader) != 0); in CIN_PlayCinematic()
/dports/games/openarena-server/openarena-engine-source-0.8.8/code/client/
H A Dcl_cin.c1411 int CIN_PlayCinematic( const char *arg, int x, int y, int w, int h, int systemBits ) { in CIN_PlayCinematic() argument
1422 if (!(systemBits & CIN_system)) { in CIN_PlayCinematic()
1449 CIN_SetLooping(currentHandle, (systemBits & CIN_loop)!=0); in CIN_PlayCinematic()
1453 cinTable[currentHandle].holdAtEnd = (systemBits & CIN_hold) != 0; in CIN_PlayCinematic()
1454 cinTable[currentHandle].alterGameState = (systemBits & CIN_system) != 0; in CIN_PlayCinematic()
1456 cinTable[currentHandle].silent = (systemBits & CIN_silent) != 0; in CIN_PlayCinematic()
1457 cinTable[currentHandle].shader = (systemBits & CIN_shader) != 0; in CIN_PlayCinematic()
/dports/games/iortcw/iortcw-1.51c/MP/code/client/
H A Dcl_cin.c1450 int CIN_PlayCinematic( const char *arg, int x, int y, int w, int h, int systemBits ) { in CIN_PlayCinematic() argument
1461 if ( !( systemBits & CIN_system ) ) { in CIN_PlayCinematic()
1488 CIN_SetLooping( currentHandle, ( systemBits & CIN_loop ) != 0 ); in CIN_PlayCinematic()
1492 cinTable[currentHandle].holdAtEnd = ( systemBits & CIN_hold ) != 0; in CIN_PlayCinematic()
1493 cinTable[currentHandle].alterGameState = ( systemBits & CIN_system ) != 0; in CIN_PlayCinematic()
1495 cinTable[currentHandle].silent = ( systemBits & CIN_silent ) != 0; in CIN_PlayCinematic()
1496 cinTable[currentHandle].shader = ( systemBits & CIN_shader ) != 0; in CIN_PlayCinematic()
/dports/games/openjk/OpenJK-07675e2/code/client/
H A Dcl_cin.cpp1477 int CIN_PlayCinematic( const char *arg, int x, int y, int w, int h, int systemBits, const char *psA… in CIN_PlayCinematic() argument
1490 if (!(systemBits & CIN_system)) { in CIN_PlayCinematic()
1517 CIN_SetLooping(currentHandle, (qboolean)((systemBits & CIN_loop) != 0)); in CIN_PlayCinematic()
1521 cinTable[currentHandle].holdAtEnd = (qboolean)((systemBits & CIN_hold) != 0); in CIN_PlayCinematic()
1522 cinTable[currentHandle].alterGameState = (qboolean)((systemBits & CIN_system) != 0); in CIN_PlayCinematic()
1524 cinTable[currentHandle].silent = (qboolean)((systemBits & CIN_silent) != 0); in CIN_PlayCinematic()
1525 cinTable[currentHandle].shader = (qboolean)((systemBits & CIN_shader) != 0); in CIN_PlayCinematic()
/dports/games/openjk/OpenJK-07675e2/codemp/cgame/
H A Dcg_public.h627 int (*CIN_PlayCinematic) ( const char *arg, int x, int y, int w, int h, int systemBits );