Searched refs:under_sp (Results 1 – 4 of 4) sorted by relevance
4994 SPRITEp under_sp = NULL, over_sp = NULL; in DoPlayerWarpToUnderwater() local5022 under_sp = &sprite[i]; in DoPlayerWarpToUnderwater()5025 SectUser[under_sp->sectnum] && in DoPlayerWarpToUnderwater()5040 pp->posx = under_sp->x - u->sx; in DoPlayerWarpToUnderwater()5041 pp->posy = under_sp->y - u->sy; in DoPlayerWarpToUnderwater()5044 under = under_sp->sectnum; in DoPlayerWarpToUnderwater()5080 under_sp = &sprite[i]; in DoPlayerWarpToSurface()5083 SectUser[under_sp->sectnum] && in DoPlayerWarpToSurface()5111 u->sx = under_sp->x - pp->posx; in DoPlayerWarpToSurface()5112 u->sy = under_sp->y - pp->posy; in DoPlayerWarpToSurface()[all …]
19807 under_sp = &sprite[i]; in WarpToUnderwater()19825 *x = under_sp->x - sx; in WarpToUnderwater()19826 *y = under_sp->y - sy; in WarpToUnderwater()19829 under = under_sp->sectnum; in WarpToUnderwater()19894 sx = under_sp->x - *x; in WarpToSurface()19895 sy = under_sp->y - *y; in WarpToSurface()19970 sp->x = under_sp->x - sx; in SpriteWarpToUnderwater()19971 sp->y = under_sp->y - sy; in SpriteWarpToUnderwater()20027 if (under_sp->lotag == 0) in SpriteWarpToSurface()20049 sx = under_sp->x - sp->x; in SpriteWarpToSurface()[all …]
4922 SPRITEp under_sp = NULL, over_sp = NULL; in DoPlayerWarpToUnderwater() local4950 under_sp = &sprite[i]; in DoPlayerWarpToUnderwater()4953 SectUser[under_sp->sectnum] && in DoPlayerWarpToUnderwater()4968 pp->posx = under_sp->x - u->sx; in DoPlayerWarpToUnderwater()4969 pp->posy = under_sp->y - u->sy; in DoPlayerWarpToUnderwater()4972 under = under_sp->sectnum; in DoPlayerWarpToUnderwater()5009 under_sp = &sprite[i]; in DoPlayerWarpToSurface()5012 SectUser[under_sp->sectnum] && in DoPlayerWarpToSurface()5040 u->sx = under_sp->x - pp->posx; in DoPlayerWarpToSurface()5041 u->sy = under_sp->y - pp->posy; in DoPlayerWarpToSurface()[all …]
20011 under_sp = &sprite[i]; in WarpToUnderwater()20029 *x = under_sp->x - sx; in WarpToUnderwater()20030 *y = under_sp->y - sy; in WarpToUnderwater()20098 sx = under_sp->x - *x; in WarpToSurface()20099 sy = under_sp->y - *y; in WarpToSurface()20174 sp->x = under_sp->x - sx; in SpriteWarpToUnderwater()20175 sp->y = under_sp->y - sy; in SpriteWarpToUnderwater()20231 if (under_sp->lotag == 0) in SpriteWarpToSurface()20253 sx = under_sp->x - sp->x; in SpriteWarpToSurface()20254 sy = under_sp->y - sp->y; in SpriteWarpToSurface()[all …]