Searched refs:DDF_StateFindLabel (Results 1 – 7 of 7) sorted by relevance
/dports/games/edge/Edge-1.35-source/ddf/ |
H A D | states.h | 97 statenum_t DDF_StateFindLabel(const state_group_t& group,
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H A D | states.cc | 280 statenum_t DDF_StateFindLabel(const state_group_t& group, in DDF_StateFindLabel() function 298 return DDF_StateFindLabel(group, "SPAWN"); in DDF_StateFindLabel() 615 states[i].nextstate = DDF_StateFindLabel(group, in DDF_StateFinishRange() 631 states[i].jumpstate = DDF_StateFindLabel(group, in DDF_StateFinishRange()
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H A D | main.cc | 1282 int state = DDF_StateFindLabel(info->state_grp, director.c_str()); in DDF_MainLookupDirector()
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/dports/games/edge/Edge-1.35-source/src/ |
H A D | sv_play.cc | 628 base = DDF_StateFindLabel(actual->state_grp, base_p, true /* quiet */); in SR_PlayerGetState()
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H A D | sv_mobj.cc | 670 base = DDF_StateFindLabel(actual->state_grp, base_p, true /* quiet */); in SR_MobjGetState()
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H A D | p_weapon.cc | 71 statenum_t new_state = DDF_StateFindLabel(info->state_grp, st->label, true /* quiet */); in P_SetPsprite()
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H A D | p_mobj.cc | 582 return DDF_StateFindLabel(mobj->info->state_grp, label, true /* quiet */); in P_MobjFindLabel()
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