/dports/games/zdoom/zdoom-2.8.1/src/thingdef/ |
H A D | thingdef_data.cpp | 67 DEFINE_FLAG(MF, SOLID, AActor, flags), 71 DEFINE_FLAG(MF, AMBUSH, AActor, flags), 72 DEFINE_FLAG(MF, JUSTHIT, AActor, flags), 76 DEFINE_FLAG(MF, DROPOFF, AActor, flags), 77 DEFINE_FLAG(MF, NOCLIP, AActor, flags), 78 DEFINE_FLAG(MF, FLOAT, AActor, flags), 80 DEFINE_FLAG(MF, MISSILE, AActor, flags), 81 DEFINE_FLAG(MF, DROPPED, AActor, flags), 82 DEFINE_FLAG(MF, SHADOW, AActor, flags), 84 DEFINE_FLAG(MF, CORPSE, AActor, flags), [all …]
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/dports/games/zdoom/zdoom-2.8.1/src/ |
H A D | p_local.h | 124 int P_FaceMobj (AActor *source, AActor *target, angle_t *delta); 148 void P_RipperBlood (AActor *mo, AActor *bleeder); 152 AActor *P_SpawnMissile (AActor* source, AActor* dest, const PClass *type, AActor* owner = NULL); 153 AActor *P_SpawnMissileZ (AActor* source, fixed_t z, AActor* dest, const PClass *type); 154 AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z, AActor *source, AActor *dest, const PCl… 155 inline AActor *P_SpawnMissileXYZ(const fixedvec3 &pos, AActor *source, AActor *dest, const PClass *… 163 AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, const PClass *type); 187 bool P_Thing_Raise(AActor *thing, AActor *raiser); 414 AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, int, void *), void *p… 476 AActor *P_CheckOnmobj (AActor *thing); [all …]
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H A D | p_enemy.h | 8 class AActor; variable 49 void P_DaggerAlert (AActor *target, AActor *emitter); 51 bool P_HitFriend (AActor *self); 52 void P_NoiseAlert (AActor *target, AActor *emmiter, bool splash=false, fixed_t maxdist=0); 54 bool P_Move (AActor *actor); 55 bool P_TryWalk (AActor *actor); 56 void P_NewChaseDir (AActor *actor); 58 void P_TossItem (AActor *item); 74 void A_Chase(AActor *self); 75 void A_FaceTarget(AActor *actor); [all …]
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H A D | b_bot.h | 107 fixed_t FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd); 121 TObjPtr<AActor> firstthing; 122 TObjPtr<AActor> body1; 123 TObjPtr<AActor> body2; 149 void WhatToGet (AActor *item); 152 bool Check_LOS (AActor *to, angle_t vangle); 159 TObjPtr<AActor> enemy; // The dead meat. 196 bool Reachable (AActor *target); 198 AActor *Choose_Mate (); 199 AActor *Find_enemy (); [all …]
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H A D | actor.h | 634 AActor () throw(); 635 AActor (const AActor &other) throw(); 636 AActor &operator= (const AActor &other); 638 ~AActor (); 674 virtual void Die (AActor *source, AActor *inflictor, int dmgflags = 0); 1175 static AActor *TIDHash[128]; 1329 AActor *Next () in Next() 1344 AActor *base; 1355 AActor *actor; in Next() 1371 AActor *Next () in Next() [all …]
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H A D | actorptrselect.cpp | 33 AActor *COPY_AAPTR(AActor *origin, int selector) in COPY_AAPTR() 45 AActor *gettarget = NULL; in COPY_AAPTR() 64 AActor *gettarget = NULL; in COPY_AAPTR() 106 AActor *origin = self; in VerifyTargetChain() 107 AActor *next = origin->target; in VerifyTargetChain() 114 AActor *compare = self; in VerifyTargetChain() 135 void VerifyMasterChain(AActor *self) in VerifyMasterChain() 140 AActor *origin = self; in VerifyMasterChain() 141 AActor *next = origin->master; in VerifyMasterChain() 144 AActor *compare = self; in VerifyMasterChain() [all …]
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/dports/games/odamex/odamex-src-0.7.0/common/ |
H A D | p_local.h | 113 AActor* P_SpawnMissile (AActor* source, AActor* dest, mobjtype_t type); 127 BOOL P_ActivateMobj (AActor *mobj, AActor *activator); 133 void P_NoiseAlert (AActor* target, AActor* emmiter); 158 AActor* thing; 173 fixed_t P_AproxDistance2 (AActor *a, AActor *b); 175 bool P_ActorInFOV(AActor* origin, AActor* mo , float f, fixed_t dist); 235 AActor *P_CheckOnmobj (AActor *thing); 241 bool P_CheckSight (const AActor* t1, const AActor* t2); 274 bool P_CheckSightEdges(const AActor* t1, const AActor* t2, float radius_boost); 321 void P_TouchSpecialThing (AActor *special, AActor *toucher); [all …]
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H A D | actor.h | 314 operator AActor*() 330 AActor (); 331 AActor (const AActor &other); 332 AActor &operator= (const AActor &other); 335 ~AActor (); 453 static AActor *FindByTID (const AActor *first, int tid); 455 static AActor *FindGoal (const AActor *first, int tid, int kind); 499 AActor *actor; 524 AActor *Next () in Next() 539 AActor *base; [all …]
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H A D | p_enemy.cpp | 159 void P_NoiseAlert (AActor *target, AActor *emmiter) in P_NoiseAlert() 176 AActor *pl; in P_CheckMeleeRange() 676 AActor *other; in A_KeenDie() 703 AActor *targ; in A_Look() 787 AActor *ngoal; in A_Chase() 1218 AActor* th = new AActor (actor->x - actor->momx, in A_Tracer() 1479 AActor *fog; in A_VileTarget() 1504 AActor *fire; in A_VileAttack() 2055 AActor* th; in A_BrainScream() 2084 AActor *th = new AActor (x,y,z, MT_ROCKET); in A_BrainExplode() [all …]
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H A D | d_dehacked.cpp | 281 void A_Lower(AActor *); 282 void A_Raise(AActor *); 297 void A_Saw(AActor *); 303 void A_Pain(AActor*); 305 void A_Fall(AActor*); 307 void A_Look(AActor*); 308 void A_Chase(AActor*); 318 void A_Fire(AActor*); 336 void A_Metal(AActor*); 340 void A_Hoof(AActor*); [all …]
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H A D | p_mobj.h | 111 AActor* P_FindThingById(size_t id); 112 void P_SetThingId(AActor *mo, size_t newnetid); 115 bool P_SetMobjState(AActor *mobj, statenum_t state, bool cl_update); 116 void P_XYMovement(AActor *mo); 117 void P_ZMovement(AActor *mo); 118 void PlayerLandedOnThing(AActor *mo, AActor *onmobj); // [CG] Used to be 'static' 119 void P_NightmareRespawn(AActor *mo); 122 bool P_CheckMissileSpawn(AActor* th); 123 AActor* P_SpawnMissile(AActor *source, AActor *dest, mobjtype_t type); 124 void P_SpawnPlayerMissile(AActor *source, mobjtype_t type); [all …]
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/dports/games/zdoom/zdoom-2.8.1/src/g_shared/ |
H A D | a_sectoraction.cpp | 53 AActor *probe = Sector->SecActTarget; in Destroy() 56 AActor **act; in Destroy() 83 void ASectorAction::Activate (AActor *source) in Activate() 88 void ASectorAction::Deactivate (AActor *source) in Deactivate() 113 bool ASectorAction::CanTrigger (AActor *triggerer) const in CanTrigger() 121 bool ASectorAction::CheckTrigger (AActor *triggerer) const in CheckTrigger() 138 bool DoTriggerAction (AActor *triggerer, int activationType); 156 bool DoTriggerAction (AActor *triggerer, int activationType); 174 bool DoTriggerAction (AActor *triggerer, int activationType); 194 bool DoTriggerAction (AActor *triggerer, int activationType); [all …]
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H A D | a_action.cpp | 24 class ASwitchableDecoration : public AActor 26 DECLARE_CLASS (ASwitchableDecoration, AActor) 28 void Activate (AActor *activator); 29 void Deactivate (AActor *activator); 50 void Deactivate (AActor *activator) {} in Deactivate() 61 void A_Unblock(AActor *self, bool drop) in IMPLEMENT_CLASS() 107 DEFINE_ACTION_FUNCTION(AActor, A_Fall) in DEFINE_ACTION_FUNCTION() argument 142 DEFINE_ACTION_FUNCTION(AActor, A_HideThing) in DEFINE_ACTION_FUNCTION() argument 246 AActor *mo; in DEFINE_ACTION_FUNCTION() 330 DCorpsePointer (AActor *ptr); [all …]
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H A D | a_sharedglobal.h | 23 DBaseDecal (const AActor *actor); 83 class ATeleportFog : public AActor 90 class ASkyViewpoint : public AActor 112 AActor::BeginPlay(); in DECLARE_CLASS() 131 float time, AActor *who); 142 TObjPtr<AActor> ForWho; 177 TObjPtr<AActor> m_Spot; 213 void Die (AActor *source, AActor *inflictor, int dmgflags); 216 TObjPtr<AActor> UnmorphedMe; 222 class AMapMarker : public AActor [all …]
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H A D | a_pickups.h | 144 class AInventory : public AActor 146 DECLARE_CLASS (AInventory, AActor) 149 virtual void Touch (AActor *toucher); 160 bool CallTryPickup (AActor *toucher, AActor **toucher_return = NULL); 213 bool CanPickup(AActor * toucher); 214 void GiveQuest(AActor * toucher); 230 bool TryPickup (AActor *&toucher); 241 AInventory *CreateCopy (AActor *other); 372 bool TryPickup(AActor *&toucher); 502 bool TryPickup (AActor *&toucher); [all …]
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/dports/games/zdoom/zdoom-2.8.1/src/g_hexen/ |
H A D | a_magestaff.cpp | 17 void A_MStaffTrack (AActor *); 19 void A_MStaffAttack (AActor *actor); 20 void A_MStaffPalette (AActor *actor); 22 static AActor *FrontBlockCheck (AActor *mo, int index, void *); 62 class AMageStaffFX2 : public AActor 64 DECLARE_CLASS(AMageStaffFX2, AActor) 102 AActor *mo; in MStaffSpawn() 103 AActor *linetarget; in MStaffSpawn() 124 AActor *linetarget; in DEFINE_ACTION_FUNCTION() 197 static AActor *FrontBlockCheck (AActor *mo, int index, void *) in FrontBlockCheck() [all …]
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H A D | a_korax.cpp | 67 void A_KoraxStep (AActor *); 74 void A_KBolt (AActor *); 78 void KSpiritInit (AActor *spirit, AActor *korax); 80 AActor *source, AActor *dest, const PClass *type); 92 AActor *spot; in DEFINE_ACTION_FUNCTION() 153 AActor *mo; in DEFINE_ACTION_FUNCTION() 172 void KSpiritInit (AActor *spirit, AActor *korax) in KSpiritInit() 343 AActor *target; in A_KSpiritSeeker() 451 AActor *mo; in DEFINE_ACTION_FUNCTION() 478 AActor *source, AActor *dest, const PClass *type) in P_SpawnKoraxMissile() [all …]
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H A D | a_teleportother.cpp | 20 void A_TeloSpawnA (AActor *); 21 void A_TeloSpawnB (AActor *); 22 void A_TeloSpawnC (AActor *); 23 void A_TeloSpawnD (AActor *); 24 void A_CheckTeleRing (AActor *); 25 void P_TeleportToPlayerStarts (AActor *victim); 41 class ATelOtherFX1 : public AActor 43 DECLARE_CLASS (ATelOtherFX1, AActor) 52 AActor *fx; in IMPLEMENT_CLASS() 66 DEFINE_ACTION_FUNCTION(AActor, A_TeloSpawnA) in DEFINE_ACTION_FUNCTION() argument [all …]
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H A D | a_hexenspecialdecs.cpp | 31 void A_PotteryExplode (AActor *); 32 void A_PotteryChooseBit (AActor *); 33 void A_PotteryCheck (AActor *); 35 class APottery1 : public AActor 37 DECLARE_CLASS (APottery1, AActor) 58 AActor *mo = NULL; in DEFINE_ACTION_FUNCTION() 111 AActor *pmo = players[i].mo; in DEFINE_ACTION_FUNCTION() 160 AActor *mo; in DEFINE_ACTION_FUNCTION() 195 AActor *mo; in DEFINE_ACTION_FUNCTION() 277 AActor *mo; in DEFINE_ACTION_FUNCTION() [all …]
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H A D | a_heresiarch.cpp | 70 void Die (AActor *source, AActor *inflictor, int dmgflags); 81 void AHeresiarch::Die (AActor *source, AActor *inflictor, int dmgflags) in Die() 234 AActor *mo; in DEFINE_ACTION_FUNCTION() 542 AActor *parent = target; in CastSorcererSpell() 543 AActor *mo; in CastSorcererSpell() 563 AActor *mo; in CastSorcererSpell() 612 AActor *mo; in CastSorcererSpell() 648 AActor *mo; in A_SorcOffense2() 702 AActor *mo; in DEFINE_ACTION_FUNCTION() 753 AActor *mo; in DEFINE_ACTION_FUNCTION() [all …]
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/dports/games/zdoom/zdoom-2.8.1/src/g_strife/ |
H A D | a_strifestuff.cpp | 411 void A_RemoveForceField (AActor *); 413 class AForceFieldGuard : public AActor 417 int TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype); 422 int AForceFieldGuard::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damag… in IMPLEMENT_CLASS() 467 AActor *target; in DEFINE_ACTION_FUNCTION() 523 class APowerCoupling : public AActor 527 void Die (AActor *source, AActor *inflictor, int dmgflags); 532 void APowerCoupling::Die (AActor *source, AActor *inflictor, int dmgflags) in IMPLEMENT_CLASS() 561 class AMeat : public AActor 563 DECLARE_CLASS (AMeat, AActor) [all …]
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H A D | a_strifeitems.cpp | 72 bool TryPickup (AActor *&toucher); 126 bool TryPickup (AActor *&toucher); 127 bool SpecialDropAction (AActor *dropper); 171 bool TryPickup (AActor *&toucher); 172 bool SpecialDropAction (AActor *dropper); 202 bool TryPickup (AActor *&toucher); 220 bool TryPickup (AActor *&toucher); 221 bool SpecialDropAction (AActor *dropper); 251 bool TryPickup (AActor *&toucher); 277 bool TryPickup (AActor *&toucher); [all …]
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H A D | a_strifeweapons.cpp | 40 void P_DaggerAlert (AActor *target, AActor *emitter) in P_DaggerAlert() 42 AActor *looker; in P_DaggerAlert() 101 AActor *linetarget; in DEFINE_ACTION_FUNCTION() 360 AActor *trail; in DEFINE_ACTION_FUNCTION() 510 AActor *P_SpawnSubMissile (AActor *source, const PClass *type, AActor *target); 533 AActor *P_SpawnSubMissile (AActor *source, const PClass *type, AActor *target) in P_SpawnSubMissile() 656 AActor *grenade; in DEFINE_ACTION_FUNCTION_PARAMS() 917 AActor *spot; in DEFINE_ACTION_FUNCTION() 919 AActor *linetarget; in DEFINE_ACTION_FUNCTION() 979 AActor *spot; in DEFINE_ACTION_FUNCTION() [all …]
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/dports/games/ecwolf/ecwolf-1.3.3-src/src/ |
H A D | actor.cpp | 51 void T_ExplodeProjectile(AActor *self, AActor *target); 145 EmbeddedList<AActor>::List AActor::actors; 147 PointerIndexTable<AActor::DropList> AActor::dropItems; 187 void AActor::Destroy() in Destroy() 201 void AActor::Die() in Die() 312 int AActor::GetDamage() in GetDamage() 320 AActor::DropList *AActor::GetDropList() const in GetDropList() 328 const AActor *AActor::GetDefault() const in GetDefault() 355 void AActor::Init() in Init() 495 void AActor::Tick() in Tick() [all …]
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/dports/games/odamex/odamex-src-0.7.0/client/src/ |
H A D | cl_stubs.cpp | 41 void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker) {} in ClientObituary() 43 void SV_SpawnMobj(AActor *mobj) {} in SV_SpawnMobj() 44 void SV_TouchSpecial(AActor *special, player_t *player) {} in SV_TouchSpecial() 47 void SV_SendKillMobj(AActor *source, AActor *target, AActor *inflictor, bool joinkill) {} in SV_SendKillMobj() 49 void SV_SendDamageMobj(AActor *target, int pain) {} in SV_SendDamageMobj() 52 void SV_ActorTarget(AActor *actor) {} in SV_ActorTarget() 53 void SV_SendDestroyActor(AActor *mo) {} in SV_SendDestroyActor() 54 void SV_ExplodeMissile(AActor *mo) {} in SV_ExplodeMissile() 57 void SV_UpdateMobjState(AActor *mo) {} in SV_UpdateMobjState() 61 bool SV_AwarenessUpdate(player_t &pl, AActor* mo) { return true; } in SV_AwarenessUpdate()
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