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Searched defs:sectNum (Results 1 – 22 of 22) sorted by relevance

/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/
H A Dsector.cpp32 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
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H A Dactors.cpp478 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
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H A Dgameexec.cpp3543 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
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H A Dgamestructures.cpp85 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()
H A Dgame.cpp1445 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
H A Dsounds.cpp569 static int S_CalcDistAndAng(int spriteNum, int soundNum, int sectNum, int angle, in S_CalcDistAndAng()
H A Dplayer.cpp122 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()
/dports/devel/upp/upp/bazaar/plugin/gdal/frmts/grib/degrib18/degrib/
H A Dinventory.cpp322 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
H A Ddegrib2.cpp371 char sectNum, sInt4 *curTot, sInt4 *nd2x3, in FindSectLen2to7()
534 char sectNum; /* Which section we are working with. */ in FindSectLen() local
/dports/graphics/p5-Geo-GDAL/gdal-3.3.3/frmts/grib/degrib/degrib/
H A Dinventory.cpp359 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
H A Ddegrib2.cpp404 char sectNum, sInt4 *curTot, sInt4 *nd2x3, in FindSectLen2to7()
594 char sectNum; /* Which section we are working with. */ in FindSectLen() local
/dports/graphics/gdal/gdal-3.3.3/frmts/grib/degrib/degrib/
H A Dinventory.cpp359 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
H A Ddegrib2.cpp404 char sectNum, sInt4 *curTot, sInt4 *nd2x3, in FindSectLen2to7()
594 char sectNum; /* Which section we are working with. */ in FindSectLen() local
/dports/graphics/py-gdal/gdal-3.3.3/frmts/grib/degrib/degrib/
H A Dinventory.cpp359 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
H A Ddegrib2.cpp404 char sectNum, sInt4 *curTot, sInt4 *nd2x3, in FindSectLen2to7()
594 char sectNum; /* Which section we are working with. */ in FindSectLen() local
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/
H A Dsector.cpp34 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()
H A Dactors.cpp341 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
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H A Dgame.cpp1742 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
H A Dplayer.cpp145 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()
H A Dsounds.cpp595 static bool S_CalcDistAndAng(int32_t spriteNum, int32_t soundNum, int32_t sectNum, int32_t angle, in S_CalcDistAndAng()
/dports/cad/calculix/CalculiX/libSNL/src/
H A DsnlCurve.cpp203 for ( int sectNum = 0; sectNum < numSections; sectNum ++ ) in snlCurve() local
238 for ( int sectNum = 1; sectNum < numSections; sectNum ++ ) in snlCurve() local
/dports/games/NBlood/NBlood-a1689a4/source/build/src/
H A Dengine.cpp13113 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()