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Searched refs:sectnum (Results 1 – 25 of 491) sorted by relevance

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/dports/games/jfsw/jfsw-c434002/src/
H A Dbrooms.c69 SHORT sectnum[ZMAX]; member
235 if (sector[sp->sectnum].floorz == sector[sp->sectnum].ceilingz) in SetupBuildFAF()
245 if (sector[sp->sectnum].floorz == sector[sp->sectnum].ceilingz) in SetupBuildFAF()
283 zdiff = labs(sector[vc_sp->sectnum].ceilingz - sector[vf_sp->sectnum].floorz); in SetupBuildFAF()
297 … vl_sp->sectnum, wall[sector[vl_sp->sectnum].wallptr].x, wall[sector[vl_sp->sectnum].wallptr].y); in SetupBuildFAF()
307 … vl_sp->sectnum, wall[sector[vl_sp->sectnum].wallptr].x, wall[sector[vl_sp->sectnum].wallptr].y); in SetupBuildFAF()
497 *sectnum = upper; in FindCeilingView()
503 if (*sectnum < 0) in FindCeilingView()
525 save.sectnum[save.zcount] = sp->sectnum; in FindCeilingView()
594 if (*sectnum < 0) in FindFloorView()
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H A Drooms.c47 SHORT sectnum[ZMAX]; member
89 FAF_Sector(short sectnum) in FAF_Sector() argument
156 short newsectnum = sectnum; in FAFhitscan()
374 if (sp->hitag == hitag && sp->sectnum == sectnum) in GetZadjustment()
725 ASSERT(*sectnum >=0 && *sectnum <= MAXSECTORS);
734 if ((*sectnum >= 0) && (*sectnum < numsectors))
773 *sectnum = -1;
936 if (*sectnum < 0) in FindCeilingView()
955 save.sectnum[save.zcount] = sp->sectnum; in FindCeilingView()
1024 if (*sectnum < 0) in FindFloorView()
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H A Dwarp.c54 if (!TEST(sector[sectnum].extra, SECTFX_WARP_SECTOR)) in WarpPlaneSectorInfo()
61 if (sp->sectnum == sectnum) in WarpPlaneSectorInfo()
83 WarpPlane(LONGp x, LONGp y, LONGp z, SHORTp sectnum) in WarpPlane() argument
193 *sectnum = sp->sectnum; in WarpToArea()
194 updatesector(*x, *y, sectnum); in WarpToArea()
196 ASSERT(*sectnum >= 0); in WarpToArea()
212 WarpSectorInfo(short sectnum, SPRITEp *sp_warp) in WarpSectorInfo() argument
226 if (sp->sectnum == sectnum) in WarpSectorInfo()
243 Warp(LONGp x, LONGp y, LONGp z, SHORTp sectnum) in Warp() argument
250 if (!WarpSectorInfo(*sectnum, &sp_warp)) in Warp()
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H A Dvator.c105 SECTORp sectp = &sector[sp->sectnum]; in SetVatorActive()
112 InterpSectorSprites(sp->sectnum, ON); in SetVatorActive()
133 SECTORp sectp = &sector[sp->sectnum]; in SetVatorInactive()
164 sectnum = fsp->sectnum; in DoVatorOperate()
183 …if (pp && SectUser[sectnum] && SectUser[sectnum]->stag == SECT_LOCK_DOOR && SectUser[sectnum]->num… in DoVatorOperate()
223 short sectnum; in DoVatorMatch() local
250 sectnum = fsp->sectnum; in DoVatorMatch()
251 …if (pp && SectUser[sectnum] && SectUser[sectnum]->stag == SECT_LOCK_DOOR && SectUser[sectnum]->num… in DoVatorMatch()
298 short sectnum; in TestVatorMatchActive() local
349 SECTORp sectp = &sector[sectnum]; in MoveSpritesWithSector()
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H A Dspike.c100 SECTORp sectp = &sector[sp->sectnum]; in SetSpikeActive()
107 InterpSectorSprites(sp->sectnum, ON); in SetSpikeActive()
128 SECTORp sectp = &sector[sp->sectnum]; in SetSpikeInactive()
159 sectnum = fsp->sectnum; in DoSpikeOperate()
185 short sectnum; in DoSpikeMatch() local
203 sectnum = fsp->sectnum; in DoSpikeMatch()
224 short sectnum; in TestSpikeMatchActive() local
309 VOID MoveSpritesWithSpike(short sectnum) in MoveSpritesWithSpike() argument
311 SECTORp sectp = &sector[sectnum]; in MoveSpritesWithSpike()
347 MoveSpritesWithSpike(sp->sectnum); in DoSpike()
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H A Dvis.c90 short sectnum; in VisViewChange() local
105 sectnum = sprite[sp->owner].sectnum; in VisViewChange()
112 sectnum = sp->sectnum; in VisViewChange()
116 if (FAFcansee(pp->posx, pp->posy, pp->posz, pp->cursectnum, x, y, z, sectnum)) in VisViewChange()
126 int SpawnVis(short Parent, short sectnum, int x, int y, int z, int amt) in SpawnVis() argument
134 if (sector[sprite[Parent].sectnum].floorpal == PALETTE_FOG) in SpawnVis()
137 if (sector[sprite[Parent].sectnum].floorpal == PALETTE_DIVE_LAVA) in SpawnVis()
150 SpriteNum = COVERinsertsprite(sprite[Parent].sectnum, STAT_VIS_ON); in SpawnVis()
166 if (sector[sectnum].floorpal == PALETTE_FOG) in SpawnVis()
169 SpriteNum = COVERinsertsprite(sectnum, STAT_VIS_ON); in SpawnVis()
H A Drotator.c100 SECTORp sectp = &sector[sp->sectnum]; in SetRotatorActive()
124 SECTORp sectp = &sector[sp->sectnum]; in SetRotatorInactive()
142 match = sector[sectnum].hitag; in DoRotatorOperate()
162 short sectnum; in DoRotatorMatch() local
196 sectnum = fsp->sectnum; in DoRotatorMatch()
198 …if (pp && SectUser[sectnum] && SectUser[sectnum]->stag == SECT_LOCK_DOOR && SectUser[sectnum]->num… in DoRotatorMatch()
242 short sectnum; in TestRotatorMatchActive() local
272 startwall = sector[sp->sectnum].wallptr; in DoRotatorSetInterp()
291 startwall = sector[sp->sectnum].wallptr; in DoRotatorStopInterp()
406 startwall = sector[sp->sectnum].wallptr; in DoRotatorMove()
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H A Dcopysect.c93 dsectp = &sector[dest_sp->sectnum]; in CopySectorMatch()
106 ssectp = &sector[src_sp->sectnum]; in CopySectorMatch()
115 TRAVERSE_SPRITE_SECT(headspritesect[dest_sp->sectnum], kill, nextkill) in CopySectorMatch()
136 CopySectorWalls(dest_sp->sectnum, src_sp->sectnum); in CopySectorMatch()
148 SectorMidPoint(src_sp->sectnum, &sx, &sy, &trash); in CopySectorMatch()
149 SectorMidPoint(dest_sp->sectnum, &dx, &dy, &trash); in CopySectorMatch()
160 changespritesect(src_move, dest_sp->sectnum); in CopySectorMatch()
163 if (TEST(sector[dest_sp->sectnum].extra, SECTFX_SECTOR_OBJECT)) in CopySectorMatch()
181 if (SectUser[src_sp->sectnum] || SectUser[dest_sp->sectnum]) in CopySectorMatch()
183 SECT_USERp ssectu = GetSectUser(src_sp->sectnum); in CopySectorMatch()
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/dports/games/NBlood/NBlood-a1689a4/source/sw/src/
H A Dbrooms.cpp65 int16_t sectnum[ZMAX]; member
225 if (sector[sp->sectnum].floorz == sector[sp->sectnum].ceilingz) in SetupBuildFAF()
235 if (sector[sp->sectnum].floorz == sector[sp->sectnum].ceilingz) in SetupBuildFAF()
277 zdiff = labs(sector[vc_sp->sectnum].ceilingz - sector[vf_sp->sectnum].floorz); in SetupBuildFAF()
291 … vl_sp->sectnum, wall[sector[vl_sp->sectnum].wallptr].x, wall[sector[vl_sp->sectnum].wallptr].y); in SetupBuildFAF()
300 … vl_sp->sectnum, wall[sector[vl_sp->sectnum].wallptr].x, wall[sector[vl_sp->sectnum].wallptr].y); in SetupBuildFAF()
487 *sectnum = upper; in FindCeilingView()
493 if (*sectnum < 0) in FindCeilingView()
515 save.sectnum[save.zcount] = sp->sectnum; in FindCeilingView()
584 if (*sectnum < 0) in FindFloorView()
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H A Drooms.cpp47 int16_t sectnum[ZMAX]; member
354 if (sectnum < 0 || !TEST(sector[sectnum].extra, SECTFX_Z_ADJUST)) in GetZadjustment()
361 if (sp->hitag == hitag && sp->sectnum == sectnum) in GetZadjustment()
515 if (sectnum < 0 || !FAF_ConnectArea(sectnum)) in FAFgetzrange()
707 ASSERT(*sectnum >=0 && *sectnum <= MAXSECTORS);
716 if ((*sectnum >= 0) && (*sectnum < numsectors))
755 *sectnum = -1;
925 if (*sectnum < 0) in FindCeilingView()
944 save.sectnum[save.zcount] = sp->sectnum; in FindCeilingView()
1013 if (*sectnum < 0) in FindFloorView()
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H A Dwarp.cpp54 if (sectnum < 0 || !TEST(sector[sectnum].extra, SECTFX_WARP_SECTOR)) in WarpPlaneSectorInfo()
61 if (sp->sectnum == sectnum) in WarpPlaneSectorInfo()
104 return WarpToArea(sp_floor, x, y, z, sectnum); in WarpPlane()
183 if ((unsigned)sp->sectnum >= MAXSECTORS) in WarpToArea()
195 *sectnum = sp->sectnum; in WarpToArea()
196 updatesector(*x, *y, sectnum); in WarpToArea()
213 WarpSectorInfo(short sectnum, SPRITEp *sp_warp) in WarpSectorInfo() argument
220 if (!TEST(sector[sectnum].extra, SECTFX_WARP_SECTOR)) in WarpSectorInfo()
227 if (sp->sectnum == sectnum) in WarpSectorInfo()
251 if (!WarpSectorInfo(*sectnum, &sp_warp)) in Warp()
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H A Dvator.cpp102 SECTORp sectp = &sector[sp->sectnum]; in SetVatorActive()
109 InterpSectorSprites(sp->sectnum, ON); in SetVatorActive()
130 SECTORp sectp = &sector[sp->sectnum]; in SetVatorInactive()
137 InterpSectorSprites(sp->sectnum, OFF); in SetVatorInactive()
158 sectnum = fsp->sectnum; in DoVatorOperate()
177 …if (pp && SectUser[sectnum] && SectUser[sectnum]->stag == SECT_LOCK_DOOR && SectUser[sectnum]->num… in DoVatorOperate()
217 short sectnum; in DoVatorMatch() local
244 sectnum = fsp->sectnum; in DoVatorMatch()
245 …if (pp && SectUser[sectnum] && SectUser[sectnum]->stag == SECT_LOCK_DOOR && SectUser[sectnum]->num… in DoVatorMatch()
346 if (SectUser[sectnum]) in MoveSpritesWithSector()
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H A Dvis.cpp89 short sectnum; in VisViewChange() local
104 sectnum = sprite[sp->owner].sectnum; in VisViewChange()
111 sectnum = sp->sectnum; in VisViewChange()
115 if (FAFcansee(pp->posx, pp->posy, pp->posz, pp->cursectnum, x, y, z, sectnum)) in VisViewChange()
125 int SpawnVis(short Parent, short sectnum, int x, int y, int z, int amt) in SpawnVis() argument
133 if (sector[sprite[Parent].sectnum].floorpal == PALETTE_FOG) in SpawnVis()
136 if (sector[sprite[Parent].sectnum].floorpal == PALETTE_DIVE_LAVA) in SpawnVis()
149 SpriteNum = COVERinsertsprite(sprite[Parent].sectnum, STAT_VIS_ON); in SpawnVis()
165 if (sector[sectnum].floorpal == PALETTE_FOG) in SpawnVis()
168 SpriteNum = COVERinsertsprite(sectnum, STAT_VIS_ON); in SpawnVis()
H A Dcopysect.cpp113 dsectp = &sector[dest_sp->sectnum]; in CopySectorMatch()
126 ssectp = &sector[src_sp->sectnum]; in CopySectorMatch()
135 TRAVERSE_SPRITE_SECT(headspritesect[dest_sp->sectnum], kill, nextkill) in CopySectorMatch()
156 CopySectorWalls(dest_sp->sectnum, src_sp->sectnum); in CopySectorMatch()
168 SectorMidPoint(src_sp->sectnum, &sx, &sy, &trash); in CopySectorMatch()
169 SectorMidPoint(dest_sp->sectnum, &dx, &dy, &trash); in CopySectorMatch()
180 changespritesect(src_move, dest_sp->sectnum); in CopySectorMatch()
183 if (TEST(sector[dest_sp->sectnum].extra, SECTFX_SECTOR_OBJECT)) in CopySectorMatch()
201 if (SectUser[src_sp->sectnum] || SectUser[dest_sp->sectnum]) in CopySectorMatch()
203 SECT_USERp ssectu = GetSectUser(src_sp->sectnum); in CopySectorMatch()
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H A Dspike.cpp38 void InterpSectorSprites(short sectnum, SWBOOL state);
97 SECTORp sectp = &sector[sp->sectnum]; in SetSpikeActive()
104 InterpSectorSprites(sp->sectnum, ON); in SetSpikeActive()
125 SECTORp sectp = &sector[sp->sectnum]; in SetSpikeInactive()
132 InterpSectorSprites(sp->sectnum, OFF); in SetSpikeInactive()
141 short DoSpikeOperate(short sectnum) in DoSpikeOperate() argument
153 sectnum = fsp->sectnum; in DoSpikeOperate()
297 void MoveSpritesWithSpike(short sectnum) in MoveSpritesWithSpike() argument
313 getzsofslope(sectnum, sp->x, sp->y, &cz, &fz); in MoveSpritesWithSpike()
332 MoveSpritesWithSpike(sp->sectnum); in DoSpike()
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H A Drotator.cpp40 void InterpSectorSprites(short sectnum, SWBOOL state);
131 short DoRotatorOperate(PLAYERp pp, short sectnum) in DoRotatorOperate() argument
135 match = sector[sectnum].hitag; in DoRotatorOperate()
155 short sectnum; in DoRotatorMatch() local
189 sectnum = fsp->sectnum; in DoRotatorMatch()
191 …if (pp && SectUser[sectnum] && SectUser[sectnum]->stag == SECT_LOCK_DOOR && SectUser[sectnum]->num… in DoRotatorMatch()
195 key_num = SectUser[sectnum]->number; in DoRotatorMatch()
264 startwall = sector[sp->sectnum].wallptr; in DoRotatorSetInterp()
265 endwall = startwall + sector[sp->sectnum].wallnum - 1; in DoRotatorSetInterp()
287 startwall = sector[sp->sectnum].wallptr; in DoRotatorStopInterp()
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/dports/games/NBlood/NBlood-a1689a4/source/blood/src/
H A Dwarp.cpp67 pZone->sectnum = pSprite->sectnum; in warpInit()
80 pZone->sectnum = pSprite->sectnum; in warpInit()
91 pZone->sectnum = pSprite->sectnum; in warpInit()
100 pZone->sectnum = pSprite->sectnum; in warpInit()
185 int nSector = pSprite->sectnum; in CheckLink()
201 dassert(pLower->sectnum >= 0 && pLower->sectnum < kMaxSectors); in CheckLink()
228 dassert(pUpper->sectnum >= 0 && pUpper->sectnum < kMaxSectors); in CheckLink()
262 dassert(pLower->sectnum >= 0 && pLower->sectnum < kMaxSectors); in CheckLink()
263 *nSector = pLower->sectnum; in CheckLink()
288 dassert(pUpper->sectnum >= 0 && pUpper->sectnum < kMaxSectors); in CheckLink()
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/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/
H A Dgamedef2.c1358 if (sprite[spr].sectnum != js->sectnum) in parse()
1361 sectnum = sprite[spr].sectnum; in parse()
1383 sector[sectnum].floorz = sector[js->sectnum].floorz; in parse()
1384 sector[sectnum].ceilingz = sector[js->sectnum].ceilingz; in parse()
1400 sector[sectnum].filler = sector[js->sectnum].filler; in parse()
1401 sector[sectnum].lotag = sector[js->sectnum].lotag; in parse()
1402 sector[sectnum].hitag = sector[js->sectnum].hitag; in parse()
1403 sector[sectnum].extra = sector[js->sectnum].extra; in parse()
1552 if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS) in parse()
1584 if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS) in parse()
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H A Dactors6.c48 sc = &sector[s->sectnum]; in moveeffectors()
257 … ns = EGS(s->sectnum,s->x,s->y,sector[s->sectnum].ceilingz+119428,3677,-8,16,16,0,0,0,i,5); in moveeffectors()
432 if(s->sectnum == sprite[ps[p].i].sectnum) in moveeffectors()
589 … if( ( k == -1 && ud.clipping == 0 ) || ( k == s->sectnum && ps[p].cursectnum != s->sectnum ) ) in moveeffectors()
602 if( sprite[ps[p].i].sectnum == s->sectnum ) in moveeffectors()
1028 if(s->sectnum == sprite[ps[p].i].sectnum) in moveeffectors()
1633 … sector[sprite[j].sectnum].floorpal = sector[sprite[j].sectnum].ceilingpal = in moveeffectors()
1635 … sector[sprite[j].sectnum].floorshade = sector[sprite[j].sectnum].ceilingshade = in moveeffectors()
1994 if(sprite[ps[p].i].sectnum == s->sectnum && ps[p].on_ground) in moveeffectors()
2001 if(sprite[ps[p].i].sectnum == s->sectnum && ps[p].on_ground) in moveeffectors()
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H A Dactors1.c87 long ceilingspace(short sectnum) in ceilingspace() argument
89 if( (sector[sectnum].ceilingstat&1) && sector[sectnum].ceilingpal == 0 ) in ceilingspace()
91 switch(sector[sectnum].ceilingpicnum) in ceilingspace()
101 long floorspace(short sectnum) in floorspace() argument
103 if( (sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 ) in floorspace()
105 switch(sector[sectnum].floorpicnum) in floorspace()
460 tempshort[0] = s->sectnum; in hitradius()
461 dasect = s->sectnum; in hitradius()
647 dasectnum = sprite[spritenum].sectnum; in movesprite()
989 ssect = psect = s->sectnum; in movefta()
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/dports/games/NBlood/NBlood-a1689a4/source/witchaven/src/
H A Danimation.cpp303 if (sector[sprite[i].sectnum].floorz - (32 << 8) < sector[sprite[i].sectnum].ceilingz) in animateobjs()
383 if (sector[sprite[i].sectnum].floorz - (32 << 8) < sector[sprite[i].sectnum].ceilingz) in animateobjs()
437 if (sector[sprite[i].sectnum].floorz - (32 << 8) < sector[sprite[i].sectnum].ceilingz) in animateobjs()
757 if ((sprite[i].sectnum != osectnum) && (sector[sprite[i].sectnum].lotag == 10)) in animateobjs()
793 if (sector[sprite[i].sectnum].floorz - (32 << 8) < sector[sprite[i].sectnum].ceilingz) in animateobjs()
922 if ((sprite[i].sectnum != osectnum) && (sector[sprite[i].sectnum].lotag == 10)) in animateobjs()
960 if (sector[sprite[i].sectnum].floorz - (32 << 8) < sector[sprite[i].sectnum].ceilingz) in animateobjs()
1450 if (sector[sprite[i].sectnum].floorz - (32 << 8) < sector[sprite[i].sectnum].ceilingz) in animateobjs()
1642 if (sector[sprite[i].sectnum].floorz - (32 << 8) < sector[sprite[i].sectnum].ceilingz) in animateobjs()
3537 tspr->sectnum, in findapatrolpoint()
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/
H A Dactors.h285 void Sect_ToggleInterpolation(int sectnum, int setInterpolation);
286 static FORCE_INLINE void Sect_ClearInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum,… in Sect_ClearInterpolation() argument
287 static FORCE_INLINE void Sect_SetInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 1… in Sect_SetInterpolation() argument
301 EXTERN_INLINE_HEADER int G_CheckForSpaceCeiling(int sectnum);
302 EXTERN_INLINE_HEADER int G_CheckForSpaceFloor(int sectnum);
330 EXTERN_INLINE int G_CheckForSpaceCeiling(int const sectnum) in G_CheckForSpaceCeiling() argument
332 return ((sector[sectnum].ceilingstat&1) && sector[sectnum].ceilingpal == 0 && in G_CheckForSpaceCeiling()
333 (sector[sectnum].ceilingpicnum==MOONSKY1 || sector[sectnum].ceilingpicnum==BIGORBIT1)); in G_CheckForSpaceCeiling()
336 EXTERN_INLINE int G_CheckForSpaceFloor(int const sectnum) in G_CheckForSpaceFloor() argument
338 return ((sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 && in G_CheckForSpaceFloor()
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H A Dgameexec.cpp662 int const sectnum = vm.pSprite->sectnum; in VM_GetCeilZOfSlope() local
678 int const sectnum = vm.pSprite->sectnum; in VM_GetFlorZOfSlope() local
2145 if (sprite[spr].sectnum != js->sectnum && lotag == js->lotag) in VM_Execute()
2147 int16_t const sectnum = sprite[spr].sectnum; in VM_Execute() local
2167 sector[sectnum].floorz = sector[js->sectnum].floorz; in VM_Execute()
2168 sector[sectnum].ceilingz = sector[js->sectnum].ceilingz; in VM_Execute()
2180 sector[sectnum].floorpal = sector[js->sectnum].floorpal; in VM_Execute()
2184 g_sectorExtra[sectnum] = g_sectorExtra[js->sectnum]; in VM_Execute()
2185 sector[sectnum].lotag = sector[js->sectnum].lotag; in VM_Execute()
2186 sector[sectnum].hitag = sector[js->sectnum].hitag; in VM_Execute()
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/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/
H A Dactors.h411 void Sect_ToggleInterpolation(int sectnum, int setInterpolation);
412 static FORCE_INLINE void Sect_ClearInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum,… in Sect_ClearInterpolation() argument
413 static FORCE_INLINE void Sect_SetInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 1… in Sect_SetInterpolation() argument
428 EXTERN_INLINE_HEADER int G_CheckForSpaceCeiling(int sectnum);
429 EXTERN_INLINE_HEADER int G_CheckForSpaceFloor(int sectnum);
469 EXTERN_INLINE int G_CheckForSpaceCeiling(int const sectnum) in G_CheckForSpaceCeiling() argument
471 return ((sector[sectnum].ceilingstat&1) && sector[sectnum].ceilingpal == 0 && in G_CheckForSpaceCeiling()
472 (sector[sectnum].ceilingpicnum==MOONSKY1 || sector[sectnum].ceilingpicnum==BIGORBIT1)); in G_CheckForSpaceCeiling()
475 EXTERN_INLINE int G_CheckForSpaceFloor(int const sectnum) in G_CheckForSpaceFloor() argument
477 return ((sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 && in G_CheckForSpaceFloor()
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/lunatic/
H A Ddefs_common.lua791 if (tspr.sectnum ~= sectnum) then
793 ffi.cast(spritetype_ptr_ct, tspr).sectnum = sectnum
1041 return what, sectnum
1080 check_sector_idx(sectnum)
1334 check_sector_idx(sectnum)
1361 check_sector_idx(sectnum)
1367 function inside(pos, sectnum)
1376 if (sectnum ~= -1) then
1380 us_retsect[0] = sectnum
1400 if (sectnum ~= -1) then
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