Home
last modified time | relevance | path

Searched refs:AActor (Results 1 – 25 of 351) sorted by relevance

12345678910>>...15

/dports/games/zdoom/zdoom-2.8.1/src/thingdef/
H A Dthingdef_data.cpp67 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 …]
/dports/games/zdoom/zdoom-2.8.1/src/
H A Dp_local.h124 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 …]
H A Dp_enemy.h8 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 …]
H A Db_bot.h107 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 …]
H A Dactor.h634 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 …]
H A Dactorptrselect.cpp33 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 …]
/dports/games/odamex/odamex-src-0.7.0/common/
H A Dp_local.h113 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 …]
H A Dactor.h314 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 …]
H A Dp_enemy.cpp159 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 …]
H A Dd_dehacked.cpp281 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 …]
H A Dp_mobj.h111 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 …]
/dports/games/zdoom/zdoom-2.8.1/src/g_shared/
H A Da_sectoraction.cpp53 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 …]
H A Da_action.cpp24 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 …]
H A Da_sharedglobal.h23 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 …]
H A Da_pickups.h144 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 …]
/dports/games/zdoom/zdoom-2.8.1/src/g_hexen/
H A Da_magestaff.cpp17 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 …]
H A Da_korax.cpp67 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 …]
H A Da_teleportother.cpp20 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 …]
H A Da_hexenspecialdecs.cpp31 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 …]
H A Da_heresiarch.cpp70 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 …]
/dports/games/zdoom/zdoom-2.8.1/src/g_strife/
H A Da_strifestuff.cpp411 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 …]
H A Da_strifeitems.cpp72 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 …]
H A Da_strifeweapons.cpp40 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 …]
/dports/games/ecwolf/ecwolf-1.3.3-src/src/
H A Dactor.cpp51 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 …]
/dports/games/odamex/odamex-src-0.7.0/client/src/
H A Dcl_stubs.cpp41 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()

12345678910>>...15