Searched refs:FF_TRANSMASK (Results 1 – 15 of 15) sorted by relevance
79 #define FF_TRANSMASK 0x70000 // 0 = no trans(opaque), 1-7 = transl. table macro86 #define FF_TRANSLU_TABLE_INDEX( fr ) (((fr)&FF_TRANSMASK) - 0x10000)
280 state->frame &= ~FF_TRANSMASK; // clear previous translucent in P_SetTranslucencies()
1375 else if ((thing->frame & (FF_FULLBRIGHT|FF_TRANSMASK) in R_Split_Sprite_over_FFloor()1687 if (thing->frame & FF_TRANSMASK) in R_ProjectSprite()1689 vis->translucent_index = (thing->frame&FF_TRANSMASK)>>FF_TRANSSHIFT; in R_ProjectSprite()1707 else if( ( (thing->frame & (FF_FULLBRIGHT|FF_TRANSMASK)) in R_ProjectSprite()
49 #define FF_TRANSMASK 0xf0000 macro
4844 {"FF_TRANSMASK",FF_TRANSMASK},
1803 else if (oldthing->frame & FF_TRANSMASK)1805 trans = (oldthing->frame & FF_TRANSMASK) >> FF_TRANSSHIFT;2202 if (thing->frame & FF_TRANSMASK)2203 vis->transmap = R_GetTranslucencyTable((thing->frame & FF_TRANSMASK) >> FF_TRANSSHIFT);
5037 mobj->frame = (mobj->frame & ~FF_TRANSMASK)|(trans<<FF_TRANSSHIFT); in P_Boss5Thinker()7870 mobj->frame = (mobj->frame & ~FF_TRANSMASK) | ((10 - (mobj->fuse*2)) << (FF_TRANSSHIFT)); in P_MobjSceneryThink()7910 mobj->frame &= ~FF_TRANSMASK; in P_MobjSceneryThink()10032 … if ((signed)((mobj->frame & FF_TRANSMASK) >> FF_TRANSSHIFT) < (NUMTRANSMAPS-1) - (2*mobj->fuse)/3) in P_MobjThinker()10034 …mobj->frame = (mobj->frame & ~FF_TRANSMASK) | (((NUMTRANSMAPS-1) - (2*mobj->fuse)/3) << FF_TRANSSH… in P_MobjThinker()10038 if ((signed)((mobj->frame & FF_TRANSMASK) >> FF_TRANSSHIFT) < (NUMTRANSMAPS-1) - mobj->fuse / 2) in P_MobjThinker()10040 …mobj->frame = (mobj->frame & ~FF_TRANSMASK) | (((NUMTRANSMAPS-1) - mobj->fuse / 2) << FF_TRANSSHIF… in P_MobjThinker()10198 mobj->frame &= ~FF_TRANSMASK; in P_MobjThinker()12003 mobj->frame &= ~FF_TRANSMASK; in P_SetupEmblem()
915 follow->frame = (READUINT8(g->p)) | (g->mo->frame & FF_TRANSMASK); in G_GhostTicker()
822 INT32 v_supertrans = (stplyr->mo->tracer->frame & FF_TRANSMASK) >> FF_TRANSSHIFT; in ST_drawLivesArea()
2037 ghost->frame &= ~FF_TRANSMASK; in P_SpawnGhostMobj()12090 gmobj->frame &= ~FF_TRANSMASK; in P_PlayerThink()12094 gmobj->tracer->frame &= ~FF_TRANSMASK; in P_PlayerThink()
13220 actor->frame = (actor->frame & ~FF_TRANSMASK)|(trans<<FF_TRANSSHIFT); in A_Boss5MakeJunk()
654 if( (spr->mobj->frame & FF_TRANSMASK) == (TRANSLU_fx1<<FF_TRANSSHIFT)) in HWR_DrawMD2()672 if( spr->mobj->frame & FF_TRANSMASK ) in HWR_DrawMD2()673 blend = HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf); in HWR_DrawMD2()
3241 if ((spr->mobj->frame & FF_TRANSMASK) == (TRANSLU_fx1<<FF_TRANSSHIFT)) in HWR_DrawSprite()3315 if (spr->mobj->frame & FF_TRANSMASK) in HWR_DrawSprite()3316 … blend = HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK) >> FF_TRANSSHIFT, &Surf); in HWR_DrawSprite()
3853 else if (spr->mobj->frame & FF_TRANSMASK) in HWR_SplitSprite()3855 INT32 trans = (spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT; in HWR_SplitSprite()4285 else if (spr->mobj->frame & FF_TRANSMASK) in HWR_DrawSprite()4287 INT32 trans = (spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT; in HWR_DrawSprite()4404 if (spr->mobj->frame & FF_TRANSMASK) in HWR_DrawPrecipitationSprite()4406 INT32 trans = (spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT; in HWR_DrawPrecipitationSprite()4465 …parency1 = (spr1->mobj->tracer->flags2 & MF2_SHADOW) || (spr1->mobj->tracer->frame & FF_TRANSMASK); in CompareVisSprites()4993 if (thing->frame & FF_TRANSMASK) in HWR_ProjectSprite()4995 if (!R_BlendLevelVisible(thing->blendmode, (thing->frame & FF_TRANSMASK)>>FF_TRANSSHIFT)) in HWR_ProjectSprite()5386 if (thing->frame & FF_TRANSMASK) in HWR_ProjectPrecipitationSprite()[all …]
1357 if (spr->mobj->frame & FF_TRANSMASK) in HWR_DrawModel()1358 …Surf.PolyFlags = HWR_SurfaceBlend(spr->mobj->blendmode, (spr->mobj->frame & FF_TRANSMASK)>>FF_TRAN… in HWR_DrawModel()