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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/lunatic/m32/
H A Drandwalk.lua17 return updatesector(pos, sectnum, USF_BREADTH)
33 local funcs = { updatesector, updatesectorbreadth, updatesectorz }
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/lunatic/
H A Ddynsymlist_editor.lds85 updatesector;
H A Ddynsymlist_game.lds89 updatesector;
H A Ddefs_common.lua1375 function updatesector(pos, sectnum, flags) function
1383 ffiC.updatesector(pos.x, pos.y, us_retsect)
1397 l_updatesector = updatesector
/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/
H A Dgame4.c487 updatesector(sp->x+108,sp->y+108,&s1); in spawn()
490 updatesector(sp->x-108,sp->y-108,&s1); in spawn()
493 updatesector(sp->x+108,sp->y-108,&s1); in spawn()
496 updatesector(sp->x-108,sp->y+108,&s1); in spawn()
617 updatesector(sp->x+84,sp->y+84,&s1); in spawn()
620 updatesector(sp->x-84,sp->y-84,&s1); in spawn()
623 updatesector(sp->x+84,sp->y-84,&s1); in spawn()
626 updatesector(sp->x-84,sp->y+84,&s1); in spawn()
H A Dactors1.c494 updatesector(x1,y1,&sect); in hitradius()
606 updatesector(ps[p].posx,ps[p].posy,&ps[p].cursectnum); in hitradius()
1003 updatesector(px,py,&psect); in movefta()
1011 updatesector(px,py,&ssect); in movefta()
H A Dactors6.c407 updatesector(ps[p].posx,ps[p].posy,&k); in moveeffectors()
489 updatesector(ps[p].posx,ps[p].posy,&k); in moveeffectors()
508 updatesector(sprite[j].x,sprite[j].y,&k); in moveeffectors()
588 updatesector(ps[p].posx,ps[p].posy,&k); in moveeffectors()
657 updatesector(ps[p].posx,ps[p].posy,&k); in moveeffectors()
682 updatesector(sprite[j].x,sprite[j].y,&k); in moveeffectors()
H A Dsector2.c816 updatesector(x,y,&sn); if( sn < 0 ) return; in checkhitwall()
830 updatesector(x,y,&sn); if( sn < 0 ) return; in checkhitwall()
843 updatesector(x,y,&sn); if( sn < 0 ) return; in checkhitwall()
H A Dgamedef2.c1655 updatesector(ps[g_p].posx,ps[g_p].posy,&ps[g_p].cursectnum); in parse()
2039 updatesector(g_sp->x+108,g_sp->y+108,&s1); in parse()
2042 updatesector(g_sp->x-108,g_sp->y-108,&s1); in parse()
2045 updatesector(g_sp->x+108,g_sp->y-108,&s1); in parse()
2048 updatesector(g_sp->x-108,g_sp->y+108,&s1); in parse()
H A Dgame9.c1183 updatesector(x1,y1,&sect); in lotsofglass()
1231 updatesector(x1,y1,&sect); in lotsofpopcorn()
1313 updatesector(x1,y1,&sect); in lotsofcolourglass()
H A Dgame8.c775 updatesector(x,y,&tempsect); in fakedomovethings()
826 updatesector(myx,myy,&mycursectnum); in fakedomovethings()
H A Dplayer4.c688 updatesector(x,y,&tempsect); in processinput()
1032 updatesector(p->posx,p->posy,&p->cursectnum); in processinput()
1846 updatesector(p->posx,p->posy,&p->cursectnum); in processinput()
/dports/games/jfsw/jfsw-c434002/src/
H A Dwarp.c194 updatesector(*x, *y, sectnum); in WarpToArea()
/dports/games/NBlood/NBlood-a1689a4/source/sw/src/
H A Dwarp.cpp196 updatesector(*x, *y, sectnum); in WarpToArea()
/dports/games/NBlood/NBlood-a1689a4/source/witchaven/src/
H A Dnetwork.cpp654 updatesector(plr->x, plr->y, &plr->sector); in sendmyinfo()
1249 updatesector(x, y, &sect);
1635 updatesector(netpck[p].x, netpck[p].y, &sect);
1680 updatesector(plr->x, plr->y, &plr->sector);
/dports/games/NBlood/NBlood-a1689a4/source/blood/src/
H A Dfx.cpp223 updatesector(pSprite->x, pSprite->y, &nSector); in fxProcess()
H A Dm32exec.cpp1694 updatesector(vm.pSprite->x+108,vm.pSprite->y+108,&s1); in VM_Execute()
1697 updatesector(vm.pSprite->x-108,vm.pSprite->y-108,&s1); in VM_Execute()
1700 updatesector(vm.pSprite->x+108,vm.pSprite->y-108,&s1); in VM_Execute()
1703 updatesector(vm.pSprite->x-108,vm.pSprite->y+108,&s1); in VM_Execute()
2143 updatesector(x,y,&w); in VM_Execute()
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/
H A Dm32exec.cpp1689 updatesector(vm.pSprite->x+108,vm.pSprite->y+108,&s1); in VM_Execute()
1692 updatesector(vm.pSprite->x-108,vm.pSprite->y-108,&s1); in VM_Execute()
1695 updatesector(vm.pSprite->x+108,vm.pSprite->y-108,&s1); in VM_Execute()
1698 updatesector(vm.pSprite->x-108,vm.pSprite->y+108,&s1); in VM_Execute()
2125 if (tw==CON_UPDATESECTOR) updatesector(x,y,&w); in VM_Execute()
H A Dgameexec.cpp2734 updatesector(vm.pSprite->x + IFAWAYDIST, vm.pSprite->y + IFAWAYDIST, &otherSectnum); in VM_Execute()
2737updatesector(vm.pSprite->x - IFAWAYDIST, vm.pSprite->y - IFAWAYDIST, &otherSectnum); in VM_Execute()
2740updatesector(vm.pSprite->x + IFAWAYDIST, vm.pSprite->y - IFAWAYDIST, &otherSectnum); in VM_Execute()
2743updatesector(vm.pSprite->x - IFAWAYDIST, vm.pSprite->y + IFAWAYDIST, &otherSectnum); in VM_Execute()
3959 updatesector(vm.pSprite->x + IFAWAYDIST, vm.pSprite->y + IFAWAYDIST, &otherSectnum); in RT_VM_Execute()
3962updatesector(vm.pSprite->x - IFAWAYDIST, vm.pSprite->y - IFAWAYDIST, &otherSectnum); in RT_VM_Execute()
3965updatesector(vm.pSprite->x + IFAWAYDIST, vm.pSprite->y - IFAWAYDIST, &otherSectnum); in RT_VM_Execute()
3968updatesector(vm.pSprite->x - IFAWAYDIST, vm.pSprite->y + IFAWAYDIST, &otherSectnum); in RT_VM_Execute()
H A Dgame.cpp737 updatesector(sprite[sprite2].x + x, sprite[sprite2].y + y, &sect); in G_SE40()
2281 updatesector(pSprite->x + 108, pSprite->y + 108, &pukeSect); in A_Spawn()
2284 updatesector(pSprite->x - 108, pSprite->y - 108, &pukeSect); in A_Spawn()
2287 updatesector(pSprite->x + 108, pSprite->y - 108, &pukeSect); in A_Spawn()
2512 updatesector(pSprite->x + 84, pSprite->y + 84, &footSect); in A_Spawn()
2515 updatesector(pSprite->x - 84, pSprite->y - 84, &footSect); in A_Spawn()
2518 updatesector(pSprite->x + 84, pSprite->y - 84, &footSect); in A_Spawn()
5307 updatesector(newt->x, newt->y, &newt->sectnum); in G_DoSpriteAnimations()
9093 updatesector(v1.x,v1.y,&sect); in A_SpawnWallGlass()
9140 updatesector(v1.x,v1.y,&sect); in A_SpawnWallPopcorn()
[all …]
/dports/games/jfsw/jfsw-c434002/jfbuild/include/
H A Dbuild.h433 void updatesector(int x, int y, short *sectnum);
/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/
H A Dgame.cpp504 updatesector(sprite[sprite2].x + x, sprite[sprite2].y + y, &sect); in G_SE40()
2435 updatesector(pSprite->x + 108, pSprite->y + 108, &pukeSect); in A_Spawn()
2438 updatesector(pSprite->x - 108, pSprite->y - 108, &pukeSect); in A_Spawn()
2441 updatesector(pSprite->x + 108, pSprite->y - 108, &pukeSect); in A_Spawn()
2444 updatesector(pSprite->x - 108, pSprite->y + 108, &pukeSect); in A_Spawn()
2635 updatesector(pSprite->x + 84, pSprite->y + 84, &footSect); in A_Spawn()
2638 updatesector(pSprite->x - 84, pSprite->y - 84, &footSect); in A_Spawn()
2641 updatesector(pSprite->x + 84, pSprite->y - 84, &footSect); in A_Spawn()
3978 updatesector(newt->x, newt->y, &newt->sectnum); in G_DoSpriteAnimations()
7259 updatesector(v1.x,v1.y,&sect); in A_SpawnWallGlass()
[all …]
H A Dm32exec.cpp1694 updatesector(vm.pSprite->x+108,vm.pSprite->y+108,&s1); in VM_Execute()
1697 updatesector(vm.pSprite->x-108,vm.pSprite->y-108,&s1); in VM_Execute()
1700 updatesector(vm.pSprite->x+108,vm.pSprite->y-108,&s1); in VM_Execute()
1703 updatesector(vm.pSprite->x-108,vm.pSprite->y+108,&s1); in VM_Execute()
2143 updatesector(x,y,&w); in VM_Execute()
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/n64/
H A Dreality.cpp649 updatesector(g_player[0].ps->pos.x, g_player[0].ps->pos.y, &g_player[0].ps->cursectnum); in RT_LoadBoard()
/dports/games/NBlood/NBlood-a1689a4/source/exhumed/src/
H A Dinit.cpp380 updatesector(initx, inity, &initsect); in LoadLevel()

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