/dports/games/NBlood/NBlood-a1689a4/source/rr/src/lunatic/m32/ |
H A D | randwalk.lua | 17 return updatesector(pos, sectnum, USF_BREADTH) 33 local funcs = { updatesector, updatesectorbreadth, updatesectorz }
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/lunatic/ |
H A D | dynsymlist_editor.lds | 85 updatesector;
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H A D | dynsymlist_game.lds | 89 updatesector;
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H A D | defs_common.lua | 1375 function updatesector(pos, sectnum, flags) function 1383 ffiC.updatesector(pos.x, pos.y, us_retsect) 1397 l_updatesector = updatesector
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/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/ |
H A D | game4.c | 487 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()
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H A D | actors1.c | 494 updatesector(x1,y1,§); 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()
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H A D | actors6.c | 407 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()
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H A D | sector2.c | 816 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()
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H A D | gamedef2.c | 1655 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()
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H A D | game9.c | 1183 updatesector(x1,y1,§); in lotsofglass() 1231 updatesector(x1,y1,§); in lotsofpopcorn() 1313 updatesector(x1,y1,§); in lotsofcolourglass()
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H A D | game8.c | 775 updatesector(x,y,&tempsect); in fakedomovethings() 826 updatesector(myx,myy,&mycursectnum); in fakedomovethings()
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H A D | player4.c | 688 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()
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/dports/games/jfsw/jfsw-c434002/src/ |
H A D | warp.c | 194 updatesector(*x, *y, sectnum); in WarpToArea()
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/dports/games/NBlood/NBlood-a1689a4/source/sw/src/ |
H A D | warp.cpp | 196 updatesector(*x, *y, sectnum); in WarpToArea()
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/dports/games/NBlood/NBlood-a1689a4/source/witchaven/src/ |
H A D | network.cpp | 654 updatesector(plr->x, plr->y, &plr->sector); in sendmyinfo() 1249 updatesector(x, y, §); 1635 updatesector(netpck[p].x, netpck[p].y, §); 1680 updatesector(plr->x, plr->y, &plr->sector);
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/dports/games/NBlood/NBlood-a1689a4/source/blood/src/ |
H A D | fx.cpp | 223 updatesector(pSprite->x, pSprite->y, &nSector); in fxProcess()
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H A D | m32exec.cpp | 1694 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()
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/ |
H A D | m32exec.cpp | 1689 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()
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H A D | gameexec.cpp | 2734 updatesector(vm.pSprite->x + IFAWAYDIST, vm.pSprite->y + IFAWAYDIST, &otherSectnum); in VM_Execute() 2737 … updatesector(vm.pSprite->x - IFAWAYDIST, vm.pSprite->y - IFAWAYDIST, &otherSectnum); in VM_Execute() 2740 … updatesector(vm.pSprite->x + IFAWAYDIST, vm.pSprite->y - IFAWAYDIST, &otherSectnum); in VM_Execute() 2743 … updatesector(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() 3962 … updatesector(vm.pSprite->x - IFAWAYDIST, vm.pSprite->y - IFAWAYDIST, &otherSectnum); in RT_VM_Execute() 3965 … updatesector(vm.pSprite->x + IFAWAYDIST, vm.pSprite->y - IFAWAYDIST, &otherSectnum); in RT_VM_Execute() 3968 … updatesector(vm.pSprite->x - IFAWAYDIST, vm.pSprite->y + IFAWAYDIST, &otherSectnum); in RT_VM_Execute()
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H A D | game.cpp | 737 updatesector(sprite[sprite2].x + x, sprite[sprite2].y + y, §); 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,§); in A_SpawnWallGlass() 9140 updatesector(v1.x,v1.y,§); in A_SpawnWallPopcorn() [all …]
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/dports/games/jfsw/jfsw-c434002/jfbuild/include/ |
H A D | build.h | 433 void updatesector(int x, int y, short *sectnum);
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/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | game.cpp | 504 updatesector(sprite[sprite2].x + x, sprite[sprite2].y + y, §); 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,§); in A_SpawnWallGlass() [all …]
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H A D | m32exec.cpp | 1694 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()
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/n64/ |
H A D | reality.cpp | 649 updatesector(g_player[0].ps->pos.x, g_player[0].ps->pos.y, &g_player[0].ps->cursectnum); in RT_LoadBoard()
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/dports/games/NBlood/NBlood-a1689a4/source/exhumed/src/ |
H A D | init.cpp | 380 updatesector(initx, inity, &initsect); in LoadLevel()
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