/dports/games/NBlood/NBlood-a1689a4/source/sw/src/ |
H A D | save.cpp | 230 SECT_USERp sectu; in SaveGame() local 760 SECT_USERp sectu; in LoadGame() local
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H A D | actor.cpp | 289 SECT_USERp sectu = SectUser[sp->sectnum]; in DoDebrisCurrent() local 319 SECT_USERp sectu = SectUser[sp->sectnum]; in DoActorSectorDamage() local
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H A D | zombie.cpp | 826 SECT_USERp sectu = SectUser[sp->sectnum]; in SpawnZombie2() local
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H A D | player.cpp | 1836 SECT_USERp sectu; in SlipSlope() local 3840 SECT_USERp sectu = SectUser[pp->cursectnum]; in DoPlayerFall() local 4993 SECT_USERp sectu = SectUser[pp->cursectnum]; in DoPlayerWarpToUnderwater() local 5068 SECT_USERp sectu = SectUser[pp->cursectnum]; in DoPlayerWarpToSurface() local 5387 SECT_USERp sectu = SectUser[pp->cursectnum]; in DoPlayerDive() local 5586 SECT_USERp sectu = SectUser[pp->cursectnum]; in DoPlayerCurrent() local
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H A D | sector.cpp | 334 SECT_USERp sectu; in SectorLiquidSet() local 2305 SECT_USERp sectu = SectUser[pp->cursectnum]; in PlayerTakeSectorDamage() local 2718 SECT_USERp sectu; in PlayerOperateEnv() local
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H A D | sprite.cpp | 899 SECT_USERp sectu; in GetSectUser() local 1944 SECT_USERp sectu; in SpriteSetup() local 2241 SECT_USERp sectu; in SpriteSetup() local 7228 SECT_USERp sectu = SectUser[u->lo_sectp - sector]; in MissileWaterAdjust() local
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H A D | rooms.cpp | 490 SECT_USERp sectu = SectUser[NORM_SECTOR(florhit)]; in WaterAdjust() local
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H A D | draw.cpp | 828 SECT_USERp sectu = SectUser[tsp->sectnum]; in analyzesprites() local
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H A D | weapon.cpp | 19777 SECT_USERp sectu = SectUser[*sectnum]; in WarpToUnderwater() local 19849 SECT_USERp sectu = SectUser[*sectnum]; in WarpToSurface() local 19922 SECT_USERp sectu = SectUser[sp->sectnum]; in SpriteWarpToUnderwater() local 20000 SECT_USERp sectu = SectUser[sp->sectnum]; in SpriteWarpToSurface() local 20086 SECT_USERp sectu = SectUser[sp->sectnum]; in SpawnSplash() local 20125 SECT_USERp sectu; in SpawnSplashXY() local 20161 SECT_USERp sectu = SectUser[sp->sectnum]; in SpawnUnderSplash() local
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H A D | track.cpp | 2599 SECT_USERp sectu; in DoTrack() local
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H A D | game.cpp | 1549 SECT_USERp *sectu; in TerminateLevel() local
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H A D | panel.cpp | 7468 SECT_USERp sectu = nullptr; in pDisplaySprites() local
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/dports/games/jfsw/jfsw-c434002/src/ |
H A D | save.c | 218 SECT_USERp sectu; in SaveGame() local 747 SECT_USERp sectu; in LoadGame() local
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H A D | actor.c | 287 SECT_USERp sectu = SectUser[sp->sectnum]; in DoDebrisCurrent() local 317 SECT_USERp sectu = SectUser[sp->sectnum]; in DoActorSectorDamage() local
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H A D | sprite.c | 899 SECT_USERp sectu; in GetSectUser() local 1943 SECT_USERp sectu; in SpriteSetup() local 2247 SECT_USERp sectu; in SpriteSetup() local 2358 SECT_USERp sectu; in SpriteSetup() local 2423 SECT_USERp sectu; in SpriteSetup() local 7244 SECT_USERp sectu = SectUser[u->lo_sectp - sector]; in MissileWaterAdjust() local
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H A D | zombie.c | 826 SECT_USERp sectu = SectUser[sp->sectnum]; in SpawnZombie2() local
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H A D | sector.c | 429 SECT_USERp sectu; in SectorLiquidSet() local 1128 SECT_USERp sectu = SectUser[sectnum]; in SectorExp() local 2417 SECT_USERp sectu = SectUser[pp->cursectnum]; in PlayerTakeSectorDamage() local 2701 SECT_USERp sectu = SectUser[pp->cursectnum]; in PlayerOperateEnv() local
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H A D | player.c | 1800 SECT_USERp sectu = SectUser[pp->cursectnum]; in SlipSlope() local 3754 SECT_USERp sectu = SectUser[pp->cursectnum]; in DoPlayerFall() local 4921 SECT_USERp sectu = SectUser[pp->cursectnum]; in DoPlayerWarpToUnderwater() local 4997 SECT_USERp sectu = SectUser[pp->cursectnum]; in DoPlayerWarpToSurface() local 5327 SECT_USERp sectu = SectUser[pp->cursectnum]; in DoPlayerDive() local 5528 SECT_USERp sectu = SectUser[pp->cursectnum]; in DoPlayerCurrent() local
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H A D | rooms.c | 503 SECT_USERp sectu = SectUser[NORM_SECTOR(florhit)]; in WaterAdjust() local
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H A D | draw.c | 813 SECT_USERp sectu = SectUser[tsp->sectnum]; in analyzesprites() local
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H A D | weapon.c | 19981 SECT_USERp sectu = SectUser[*sectnum]; in WarpToUnderwater() local 20053 SECT_USERp sectu = SectUser[*sectnum]; in WarpToSurface() local 20126 SECT_USERp sectu = SectUser[sp->sectnum]; in SpriteWarpToUnderwater() local 20204 SECT_USERp sectu = SectUser[sp->sectnum]; in SpriteWarpToSurface() local 20290 SECT_USERp sectu = SectUser[sp->sectnum]; in SpawnSplash() local 20329 SECT_USERp sectu; in SpawnSplashXY() local 20365 SECT_USERp sectu = SectUser[sp->sectnum]; in SpawnUnderSplash() local 20958 SECT_USERp sectu = SectUser[hsp->sectnum]; in QueueFootPrint() local
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H A D | track.c | 2596 SECT_USERp sectu; in DoTrack() local
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H A D | panel.c | 7243 SECT_USERp sectu = SectUser[pp->cursectnum]; in pDisplaySprites() local 7388 SECT_USERp sectu = SectUser[pp->cursectnum]; in pDisplaySprites() local
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H A D | game.c | 1499 SECT_USERp *sectu; in TerminateLevel() local
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