/dports/games/NBlood/NBlood-a1689a4/source/tekwar/src/ |
H A D | tekspr.cpp | 34 case NORMALCLIP: dcliptype = CLIPMASK0; break; in kenmovesprite() 36 case CLIFFCLIP: dcliptype = CLIPMASK0; break; in kenmovesprite() 91 case NORMALCLIP: dcliptype = CLIPMASK0; break; in floatmovesprite() 93 case CLIFFCLIP: dcliptype = CLIPMASK0; break; in floatmovesprite() 135 case NORMALCLIP: dcliptype = CLIPMASK0; break; in movesprite() 137 case CLIFFCLIP: dcliptype = CLIPMASK0; break; in movesprite() 224 case NORMALCLIP: dcliptype = CLIPMASK0; break; in flymovesprite() 226 case CLIFFCLIP: dcliptype = CLIPMASK0; break; in flymovesprite()
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/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/ |
H A D | actors4.c | 102 j = movesprite(i,0,0,sprite[i].extra,CLIPMASK0); in moveactors() 197 movesprite(i,0,0,-300,CLIPMASK0); in moveactors() 243 sprite[i].hitag<<1,CLIPMASK0); in moveactors() 688 s->zvel,CLIPMASK0); in moveactors() 720 s->zvel,CLIPMASK0); in moveactors() 745 s->zvel,CLIPMASK0); in moveactors() 792 s->zvel,CLIPMASK0); in moveactors() 1022 j = ssp(i,CLIPMASK0); in moveactors() 1168 ssp(i,CLIPMASK0); in moveactors() 1214 s->zvel,CLIPMASK0); in moveactors() [all …]
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H A D | actors5.c | 142 ssp(i,CLIPMASK0); in moveexplosions() 250 ssp(i,CLIPMASK0); in moveexplosions() 508 ssp(i,CLIPMASK0); in moveexplosions() 574 ssp(i,CLIPMASK0); in moveexplosions()
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H A D | game8.c | 763 getzrange(myx,myy,myz,psect,&cz,&hz,&fz,&lz,163L,CLIPMASK0); in fakedomovethings() 823 … clipmove(&myx,&myy,&myz,&mycursectnum,0,0,164L,(4L<<8),(4L<<8),CLIPMASK0); in fakedomovethings() 827 pushmove(&myx,&myy,&myz,&mycursectnum,128L,(4L<<8),(20L<<8),CLIPMASK0); in fakedomovethings() 1124 clipmove(&myx,&myy,&myz,&mycursectnum,myxvel,myyvel,164L,4L<<8,i,CLIPMASK0); in fakedomovethings() 1125 pushmove(&myx,&myy,&myz,&mycursectnum,164L,4L<<8,4L<<8,CLIPMASK0); in fakedomovethings()
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H A D | player4.c | 661 getzrange(p->posx,p->posy,p->posz,psect,&cz,&hz,&fz,&lz,163L,CLIPMASK0); in processinput() 666 getzrange(p->posx,p->posy,p->posz,psect,&cz,&hz,&fz,&lz,4L,CLIPMASK0); in processinput() 1019 0,0,164L,(4L<<8),(4L<<8),CLIPMASK0); in processinput() 1034 pushmove(&p->posx,&p->posy,&p->posz,&p->cursectnum,128L,(4L<<8),(20L<<8),CLIPMASK0); in processinput() 1852 p->posxv,p->posyv,164L,(4L<<8),i,CLIPMASK0); in processinput() 1978 … pushmove(&p->posx,&p->posy,&p->posz,&p->cursectnum,172L,(4L<<8),(4L<<8),CLIPMASK0); in processinput() 1981 … pushmove(&p->posx,&p->posy,&p->posz,&p->cursectnum,172L,(4L<<8),(4L<<8),CLIPMASK0); in processinput() 2001 … sintable[(p->TiltStatus*20+p->ang)&2047]>>8,sprite[var60].zvel,CLIPMASK0); in processinput() 2050 … sintable[(p->TiltStatus*20+p->ang)&2047]>>9,sprite[var60].zvel,CLIPMASK0); in processinput() 2162 … pushmove(&p->posx,&p->posy,&p->posz,&p->cursectnum,16L,(4L<<8),(4L<<8),CLIPMASK0) < 0 && furthest… in processinput() [all …]
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H A D | gamedef1.c | 247 …x,s->y,s->z-(FOURSLEIGHT),s->sectnum,&hittype[i].ceilingz,&hz,&hittype[i].floorz,&lz,zr,CLIPMASK0); in getglobalz() 258 ssp(i,CLIPMASK0); in getglobalz() 265 ssp(i,CLIPMASK0); in getglobalz() 305 …s->y,s->z-(FOURSLEIGHT),s->sectnum,&hittype[i].ceilingz,&hz,&hittype[i].floorz,&lz,127L,CLIPMASK0); in makeitfall()
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H A D | BUILD.H | 45 #define CLIPMASK0 (((1L)<<16)+1L) macro
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H A D | game4.c | 445 ssp(i,CLIPMASK0); in spawn() 996 ssp(i,CLIPMASK0); in spawn() 1492 ssp(i,CLIPMASK0); in spawn() 1692 ssp(i,CLIPMASK0); in spawn() 2204 ssp(i,CLIPMASK0); in spawn()
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H A D | player5.c | 379 i = clipmove(&x3,&y3,&z3,&dasect,p->posxv,p->posyv,164L,4L<<8,4L<<8,CLIPMASK0); in computergetinput() 383 i = clipmove(&x3,&y3,&z3,&dasect,p->posxv,p->posyv,164L,4L<<8,4L<<8,CLIPMASK0); in computergetinput()
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H A D | player1.c | 214 0,§,hitw,&hs,&sx,&sy,&sz,CLIPMASK0); in hitawall() 454 ssp(k,CLIPMASK0); in shoot() 746 ssp(l,CLIPMASK0); in shoot()
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/dports/games/NBlood/NBlood-a1689a4/source/exhumed/src/ |
H A D | move.cpp | 392 &sprceiling, &hihit, &sprfloor, &lohit, 128, CLIPMASK0); in movespritez() 630 …rite[nSprite].xvel << 8, sprite[nSprite].yvel << 8, sprite[nSprite].zvel, 15360, -5120, CLIPMASK0); in MoveCreature() 1017 …x, (int32_t*)&y, (int32_t*)&z, &nSectorB, -xvect, -yvect, 4 * sprite[i].clipdist, 0, 0, CLIPMASK0); in MoveSector() 1038 4 * sprite[i].clipdist, 0, 0, CLIPMASK0); in MoveSector() 1054 0, 0, 0, CLIPMASK0); in MoveSector() 1082 …prite[i].y, &sprite[i].z, &nSectorB, xvect, yvect, 4 * sprite[i].clipdist, 5120, -5120, CLIPMASK0); in MoveSector() 1168 nClipType = CLIPMASK0; in AngleChase()
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H A D | set.cpp | 205 ….ang) * nVel, Sin(sprite[nSprite].ang) * nVel, sprite[nSprite].zvel, 5120, 0, CLIPMASK0) & 0x10000) in FuncSoul() 340 …prite[nSprite].z, &sprite[nSprite].sectnum, sprite[nSprite].clipdist << 2, 5120, -5120, CLIPMASK0); in FuncSet()
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H A D | spider.cpp | 333 …nSprite].xvel << nVel, sprite[nSprite].yvel << nVel, sprite[nSprite].zvel, 1280, -1280, CLIPMASK0); in FuncSpider()
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/lunatic/test/ |
H A D | rotfixed_actor.con | 52 ssp ii CLIPMASK0
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H A D | thisactor_getzrange.con | 43 /*in:*/ TAGZ_WALLDIST CLIPMASK0
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H A D | animatesprites.con | 73 /*in:*/ 128 CLIPMASK0
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/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/enginera/ |
H A D | BUILD.H | 18 #define CLIPMASK0 (((1L)<<16)+1L) macro
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/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/enginerr/ |
H A D | BUILD.H | 19 #define CLIPMASK0 (((1L)<<16)+1L) macro
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/dports/games/NBlood/NBlood-a1689a4/source/blood/src/ |
H A D | callback.cpp | 401 GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist, CLIPMASK0); in fxBloodBits() 446 GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist, CLIPMASK0); in fxBouncingSleeve() 548 GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist, CLIPMASK0); in fxPodBloodSplat()
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H A D | map2d.cpp | 151 …prite, &ceilZ, &ceilHit, &floorZ, &floorHit, (pSprite->clipdist<<2)+16, CLIPMASK0, PARALLAXCLIP_CE… in sub_2541C()
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/ |
H A D | actors.cpp | 1270 A_SetSprite(spriteNum,CLIPMASK0); in G_MovePlayers() 1612 A_SetSprite(spriteNum,CLIPMASK0); in G_MoveStandables() 1708 A_SetSprite(spriteNum,CLIPMASK0); in G_MoveStandables() 1859 A_SetSprite(j,CLIPMASK0); in G_MoveStandables() 4778 A_SetSprite(spriteNum,CLIPMASK0); in G_MoveActors() 5369 A_SetSprite(spriteNum,CLIPMASK0); in G_MoveActors() 7014 A_SetSprite(spriteNum,CLIPMASK0); in G_MoveMisc() 7087 A_SetSprite(spriteNum,CLIPMASK0); in G_MoveMisc() 9107 A_SetSprite(k, CLIPMASK0); in G_MoveEffectors() 9520 A_SetSprite(k,CLIPMASK0); in G_MoveEffectors() [all …]
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H A D | player.cpp | 693 A_SetSprite(spawnedSprite, CLIPMASK0); in A_Shoot() 752 A_SetSprite(spriteNum, RR ? 0 : CLIPMASK0); in A_Shoot() 849 A_SetSprite(spr, CLIPMASK0); in A_Shoot() 946 A_SetSprite(decalSprite, CLIPMASK0); in A_Shoot() 1219 A_SetSprite(returnSprite, CLIPMASK0); in A_Shoot() 1531 A_SetSprite(spawnedSprite, CLIPMASK0); in A_Shoot() 1983 A_SetSprite(newSprite,CLIPMASK0); in P_DoWeaponSpawn() 1993 A_SetSprite(newSprite,CLIPMASK0); in P_DoWeaponSpawn() 6177 A_SetSprite(spriteNum, CLIPMASK0); in P_ProcessWeapon() 6842 A_SetSprite(spriteNum, CLIPMASK0); in P_ProcessWeapon() [all …]
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/dports/games/jfsw/jfsw-c434002/src/ |
H A D | jplayer.c | 59 #define CLIPMASK0 (((1L)<<16)+1L) macro 819 i = clipmove(&x3,&y3,&z3,&dasect,p->xvect,p->yvect,164L,4L<<8,4L<<8,CLIPMASK0); in computergetinput() 823 i = clipmove(&x3,&y3,&z3,&dasect,p->xvect,p->yvect,164L,4L<<8,4L<<8,CLIPMASK0); in computergetinput()
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/dports/games/NBlood/NBlood-a1689a4/source/sw/src/ |
H A D | jplayer.cpp | 60 #define CLIPMASK0 (((1L)<<16)+1L) macro 818 i = clipmove(&hitinfo.pos,&hitinfo.sect,p->xvect,p->yvect,164L,4L<<8,4L<<8,CLIPMASK0); in computergetinput() 822 i = clipmove(&hitinfo.pos,&hitinfo.sect,p->xvect,p->yvect,164L,4L<<8,4L<<8,CLIPMASK0); in computergetinput()
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/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | actors.cpp | 1528 A_SetSprite(spriteNum,CLIPMASK0); in G_MovePlayers() 1836 A_SetSprite(spriteNum,CLIPMASK0); in G_MoveStandables() 1933 A_SetSprite(spriteNum,CLIPMASK0); in G_MoveStandables() 2087 A_SetSprite(j,CLIPMASK0); in G_MoveStandables() 4278 A_SetSprite(spriteNum,CLIPMASK0); in G_MoveActors() 4657 A_SetSprite(spriteNum,CLIPMASK0); in G_MoveActors() 5919 A_SetSprite(spriteNum,CLIPMASK0); in G_MoveMisc() 5987 A_SetSprite(spriteNum,CLIPMASK0); in G_MoveMisc() 7864 A_SetSprite(k, CLIPMASK0); in G_MoveEffectors() 8351 A_SetSprite(k,CLIPMASK0); in G_MoveEffectors() [all …]
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