Searched refs:FOOTPRINTS2 (Results 1 – 15 of 15) sorted by relevance
/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/ |
H A D | game5.c | 64 case FOOTPRINTS2: in animatesprites() 227 case FOOTPRINTS2: in animatesprites()
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H A D | NAMES.H | 307 #define FOOTPRINTS2 1144 macro
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H A D | player4.c | 1354 …if( sprite[j].picnum == FOOTPRINTS || sprite[j].picnum == FOOTPRINTS2 || sprite[j].picnum == FOOTP… in processinput() 1366 case 1: j = spawn(pi,FOOTPRINTS2); break; in processinput()
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H A D | game4.c | 609 case FOOTPRINTS2: in spawn()
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H A D | actors6.c | 1820 case FOOTPRINTS2: in moveeffectors()
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/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | names.h | 217 #define FOOTPRINTS2 672 macro
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H A D | namesdyn.cpp | 268 { "FOOTPRINTS2", DVPTR(FOOTPRINTS2), FOOTPRINTS2__STATIC }, 896 int32_t FOOTPRINTS2 = FOOTPRINTS2__STATIC; variable
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H A D | namesdyn.h | 889 extern int32_t FOOTPRINTS2;
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H A D | player.cpp | 5174 … if (sprite[spriteNum].picnum == FOOTPRINTS || sprite[spriteNum].picnum == FOOTPRINTS2 || in P_ProcessInput() 5194 case 1: spriteNum = A_Spawn(pPlayer->i, FOOTPRINTS2); break; in P_ProcessInput()
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/ |
H A D | names.h | 217 #define FOOTPRINTS2 672 macro
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H A D | namesdyn.cpp | 247 { "FOOTPRINTS2", DVPTR(FOOTPRINTS2), FOOTPRINTS2__STATIC, FOOTPRINTS2__STATICRR }, 1699 int32_t FOOTPRINTS2 = FOOTPRINTS2__STATIC; variable
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H A D | namesdyn.h | 2365 extern int32_t FOOTPRINTS2;
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H A D | player.cpp | 8483 … if (sprite[spriteNum].picnum == FOOTPRINTS || sprite[spriteNum].picnum == FOOTPRINTS2 || in P_ProcessInput() 8504 case 1: spriteNum = A_Spawn(pPlayer->i, FOOTPRINTS2); break; in P_ProcessInput()
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/dports/games/NBlood/NBlood-a1689a4/package/sdk/ |
H A D | names.h | 217 #define FOOTPRINTS2 672 macro
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TileEngine/ |
H A D | TileDat.h | 2621 FOOTPRINTS2, enumerator
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