Searched refs:waitTimeA (Results 1 – 6 of 6) sorted by relevance
/dports/games/NBlood/NBlood-a1689a4/source/blood/src/ |
H A D | db.h | 139 unsigned int waitTimeA : 12; // OFF->ON waitTime member
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H A D | db.cpp | 951 pXSector->waitTimeA = bitReader.readUnsigned(12); in dbLoadMap() 1294 pXSector->waitTimeA = 0; in dbLoadMap() 1470 bitWriter.write(pXSector->waitTimeA, 12); in dbSaveMap()
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H A D | callback.cpp | 370 int nReq = pXSector->waitTimeA; int nType = pXSector->data; int nCount = 0; in CounterCheck()
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H A D | nnexts.cpp | 4106 int busyTimeA = pXSector->busyTimeA; int waitTimeA = pXSector->waitTimeA; in sectorContinueMotion() local 4111 waitTimeA = waitTimeB = xsprite[sprite[pXSector->marker0].extra].waitTime; in sectorContinueMotion() 4139 …if (pXSector->reTriggerA && waitTimeA) evPost(nSector, OBJ_SECTOR, (waitTimeA * 120) / 10, kCmdOn); in sectorContinueMotion()
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H A D | triggers.cpp | 151 evPost(nSector, 6, (pXSector->waitTimeA * 120) / 10, kCmdOff); in SetSectorState()
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H A D | mapedit.cpp | 2538 ControlSet(controlXSector, 15, pXSector->waitTimeA); // OFF->ON waitTime in XSectorControlSet() 2604 pXSector->waitTimeA = ControlRead(controlXSector, 15); // OFF->ON waitTime in XSectorControlRead()
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