/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | sector.cpp | 32 int S_FindMusicSFX(int sectNum, int *sndptr) in S_FindMusicSFX() 51 int A_CallSound(int sectNum, int spriteNum) in A_CallSound() 348 int SetAnimation(int sectNum, int32_t *animPtr, int goalVal, int animVel) in SetAnimation() 532 int const sectNum = sprite[spriteNum].sectnum; in G_ActivateWarpElevators() local 554 void G_OperateSectors(int sectNum, int spriteNum) in G_OperateSectors() 1504 void G_ActivateBySector(int sectNum, int spriteNum) in G_ActivateBySector() 1533 int16_t sectNum = -1; in A_DamageWall_Internal() local 1849 void Sect_DamageFloor(int const spriteNum, int const sectNum) in Sect_DamageFloor() 1927 void Sect_DamageCeiling(int const spriteNum, int const sectNum) 2399 int16_t sectNum = SECT(spriteNum); local [all …]
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H A D | actors.cpp | 478 int const sectNum = pSprite->sectnum; in A_CheckNeedZUpdate() local 859 void Sect_ToggleInterpolation(int sectNum, int setInterpolation) in Sect_ToggleInterpolation() 1067 int16_t sectNum = pSprite->sectnum; in G_MoveZombieActors() local 1150 static FORCE_INLINE int G_FindExplosionInSector(int const sectNum) in G_FindExplosionInSector() 1259 int const sectNum = pCycler[0]; in A_MoveCyclers() local 1690 int const sectNum = pSprite->sectnum; in G_MoveFallers() local 1788 int const sectNum = pSprite->sectnum; in G_MoveStandables() local 3712 int const sectNum = SECT(spriteNum); in G_MoveTransports() local 3999 static int A_FindLocator(int const tag, int const sectNum) in A_FindLocator() 4029 int const sectNum = pSprite->sectnum; in G_MoveActors() local [all …]
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H A D | gameexec.cpp | 3543 int const sectNum = Gv_GetVar(*insptr++); local 3555 int const sectNum = Gv_GetVar(*insptr++); local 3716 int const sectNum = Gv_GetVar(*insptr++); local 3981 int const sectNum = Gv_GetVar(*insptr++); local 4492 int32_t sectNum; member 4610 int16_t sectNum = v.sectNum32; local 4710 int32_t sectNum, nAngle; member 4792 int32_t sectNum; member 4810 int16_t sectNum = Gv_GetVar(returnVar); local 4827 int16_t sectNum = Gv_GetVar(returnVar); local [all …]
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H A D | gamestructures.cpp | 85 int32_t __fastcall VM_GetSector(int const sectNum, int32_t labelNum) in VM_GetSector() 117 void __fastcall VM_SetSector(int const sectNum, int const labelNum, int32_t newValue) in VM_SetSector()
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H A D | game.cpp | 1445 int sectNum; in A_Spawn() local 3573 static int G_MaybeTakeOnFloorPal(tspriteptr_t pSprite, int sectNum) in G_MaybeTakeOnFloorPal() 7284 void A_SpawnCeilingGlass(int spriteNum, int sectNum, int glassCnt) in A_SpawnCeilingGlass() 7322 int16_t sectNum = sprite[spriteNum].sectnum; in A_SpawnRandomGlass() local
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H A D | sounds.cpp | 569 static int S_CalcDistAndAng(int spriteNum, int soundNum, int sectNum, int angle, in S_CalcDistAndAng()
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H A D | player.cpp | 122 static void Proj_DoWaterTracers(vec3_t startPos, vec3_t const *endPos, int n, int16_t sectNum) in Proj_DoWaterTracers() 151 …nProjTrail(const vec3_t *startPos, const vec3_t *endPos, int projAng, int tileNum, int16_t sectNum) in A_HitscanProjTrail() 561 static int SectorContainsSE13(int const sectNum) in SectorContainsSE13()
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/dports/devel/upp/upp/bazaar/plugin/gdal/frmts/grib/degrib18/degrib/ |
H A D | inventory.cpp | 322 char sectNum; /* Validates that we are on the correct section. */ in GRIB2SectJump() local 402 static int GRIB2Inventory2to7 (sChar sectNum, DataSource &fp, sInt4 gribLen, in GRIB2Inventory2to7() 820 sChar sectNum; /* Which section we are reading. */ in GRIB2Inventory() local 1068 sChar sectNum; /* Which section we are reading. */ in GRIB2RefTime() local
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H A D | degrib2.cpp | 371 char sectNum, sInt4 *curTot, sInt4 *nd2x3, in FindSectLen2to7() 534 char sectNum; /* Which section we are working with. */ in FindSectLen() local
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/dports/graphics/p5-Geo-GDAL/gdal-3.3.3/frmts/grib/degrib/degrib/ |
H A D | inventory.cpp | 359 char sectNum; /* Validates that we are on the correct section. */ in GRIB2SectJump() local 438 static int GRIB2Inventory2to7 (sChar sectNum, VSILFILE *fp, sInt4 gribLen, in GRIB2Inventory2to7() 977 sChar sectNum; /* Which section we are reading. */ in GRIB2Inventory() local 1262 sChar sectNum; /* Which section we are reading. */ in GRIB2RefTime() local
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H A D | degrib2.cpp | 404 char sectNum, sInt4 *curTot, sInt4 *nd2x3, in FindSectLen2to7() 594 char sectNum; /* Which section we are working with. */ in FindSectLen() local
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/dports/graphics/gdal/gdal-3.3.3/frmts/grib/degrib/degrib/ |
H A D | inventory.cpp | 359 char sectNum; /* Validates that we are on the correct section. */ in GRIB2SectJump() local 438 static int GRIB2Inventory2to7 (sChar sectNum, VSILFILE *fp, sInt4 gribLen, in GRIB2Inventory2to7() 977 sChar sectNum; /* Which section we are reading. */ in GRIB2Inventory() local 1262 sChar sectNum; /* Which section we are reading. */ in GRIB2RefTime() local
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H A D | degrib2.cpp | 404 char sectNum, sInt4 *curTot, sInt4 *nd2x3, in FindSectLen2to7() 594 char sectNum; /* Which section we are working with. */ in FindSectLen() local
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/dports/graphics/py-gdal/gdal-3.3.3/frmts/grib/degrib/degrib/ |
H A D | inventory.cpp | 359 char sectNum; /* Validates that we are on the correct section. */ in GRIB2SectJump() local 438 static int GRIB2Inventory2to7 (sChar sectNum, VSILFILE *fp, sInt4 gribLen, in GRIB2Inventory2to7() 977 sChar sectNum; /* Which section we are reading. */ in GRIB2Inventory() local 1262 sChar sectNum; /* Which section we are reading. */ in GRIB2RefTime() local
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H A D | degrib2.cpp | 404 char sectNum, sInt4 *curTot, sInt4 *nd2x3, in FindSectLen2to7() 594 char sectNum; /* Which section we are working with. */ in FindSectLen() local
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/ |
H A D | sector.cpp | 34 int S_FindMusicSFX(int sectNum, int *sndptr) in S_FindMusicSFX() 58 int A_CallSound(int sectNum, int spriteNum) in A_CallSound() 468 int SetAnimation(int sectNum, int32_t *animPtr, int goalVal, int animVel) in SetAnimation() 649 int const sectNum = sprite[spriteNum].sectnum; in G_ActivateWarpElevators() local 671 void G_OperateSectors(int sectNum, int spriteNum) in G_OperateSectors() 1798 void G_ActivateBySector(int sectNum, int spriteNum) in G_ActivateBySector() 1823 int16_t sectNum = -1; in A_DamageWall() local 2338 void Sect_DamageCeiling(int const sectNum) in Sect_DamageCeiling() 3526 int16_t sectNum = SECT(spriteNum); in A_DamageObject() local 5375 void G_DoFurniture(int wallNum, int sectNum, int playerNum) in G_DoFurniture()
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H A D | actors.cpp | 341 int const sectNum = pSprite->sectnum; in A_CheckNeedZUpdate() local 847 int16_t sectNum = pSprite->sectnum; in G_MoveZombieActors() local 1058 int const sectNum = pCycler[0]; in A_MoveCyclers() local 1466 int const sectNum = pSprite->sectnum; in G_MoveFallers() local 1567 const int sectNum = pSprite->sectnum; in G_MoveStandables() local 3402 int const sectNum = SECT(spriteNum); in G_MoveTransports() local 3762 static int A_FindLocator(int const tag, int const sectNum) in A_FindLocator() 3784 ACTOR_STATIC int A_PinSectorResetUp(int16_t const sectNum) in A_PinSectorResetUp() 3827 ACTOR_STATIC int A_CheckPins(int16_t const sectNum) in A_CheckPins() 4671 int const sectNum = pSprite->sectnum; in G_MoveActors() local [all …]
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H A D | game.cpp | 1742 int sectNum; in A_Spawn() local 4834 static int G_MaybeTakeOnFloorPal(tspritetype *pSprite, int sectNum) in G_MaybeTakeOnFloorPal() 9171 void A_SpawnCeilingGlass(int spriteNum, int sectNum, int glassCnt) in A_SpawnCeilingGlass() 9215 int16_t sectNum = sprite[spriteNum].sectnum; in A_SpawnRandomGlass() local
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H A D | player.cpp | 145 int16_t sectNum = -1; in Proj_DoWaterTracers() local 524 static int SectorContainsSE13(int const sectNum) in SectorContainsSE13() 7170 void getzsofslope_player(int sectNum, int playerX, int playerY, int32_t *pCeilZ, int32_t *pFloorZ) in getzsofslope_player() 10043 int P_HasKey(int sectNum, int playerNum) in P_HasKey()
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H A D | sounds.cpp | 595 static bool S_CalcDistAndAng(int32_t spriteNum, int32_t soundNum, int32_t sectNum, int32_t angle, in S_CalcDistAndAng()
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/dports/cad/calculix/CalculiX/libSNL/src/ |
H A D | snlCurve.cpp | 203 for ( int sectNum = 0; sectNum < numSections; sectNum ++ ) in snlCurve() local 238 for ( int sectNum = 1; sectNum < numSections; sectNum ++ ) in snlCurve() local
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/dports/games/NBlood/NBlood-a1689a4/source/build/src/ |
H A D | engine.cpp | 13113 native_t gap = numsectors>>1, sectNum = gap; in sectorofwall_internal() local 13208 void yax_getzsofslope(int sectNum, int playerX, int playerY, int32_t *pCeilZ, int32_t *pFloorZ) in yax_getzsofslope()
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