/dports/games/NBlood/NBlood-a1689a4/source/rr/src/ |
H A D | actors.h | 277 void G_AddGameLight(int lightRadius, int spriteNum, int zOffset, int lightRange, int lightColor, in…
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H A D | actors.cpp | 717 void G_AddGameLight(int lightRadius, int spriteNum, int zOffset, int lightRange, int lightColor, in… in G_AddGameLight() function 9826 … G_AddGameLight(0, spriteNum, (pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1, 512-ii*128, in A_DoLight() 9874 …G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD2(spriteN… in A_DoLight() 9886 …G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 4096, 176+(252<<8… in A_DoLight() 9891 …G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<2), LIGHTRAD2(spriteN… in A_DoLight() 9904 …G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNu… in A_DoLight() 9923 …G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 1024, 216+(52<<8)… in A_DoLight() 9937 …G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 2048, 176+(252<<8… in A_DoLight() 9954 …G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 64 * pSprite->yre… in A_DoLight() 9957 …G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 128 * pSprite->yr… in A_DoLight() [all …]
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H A D | player.cpp | 621 … G_AddGameLight(0, spriteNum, PHEIGHT, 8192, 255 + (95 << 8), PR_LIGHT_PRIO_MAX_GAME); in A_Shoot() 1947 … G_AddGameLight(0, pPlayer->i, PHEIGHT, 8192, PWEAPON(playerNum, pPlayer->curr_weapon, FlashColor), in P_FireWeapon() 5669 … G_AddGameLight(0, pPlayer->i, PHEIGHT, max(glowRange, 0), flashColor, PR_LIGHT_PRIO_HIGH_GAME); in P_ProcessWeapon() 7097 G_AddGameLight(0, pPlayer->i, PHEIGHT, 8192, flashColor, PR_LIGHT_PRIO_MAX_GAME); in P_ProcessWeapon()
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H A D | game.cpp | 2902 …G_AddGameLight(0, newSprite, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 32768, 255+(95<<8… in A_Spawn()
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/dports/games/NBlood/NBlood-a1689a4/source/blood/src/ |
H A D | actor.cpp | 6995 void G_AddGameLight(int lightRadius, int spriteNum, int zOffset, int lightRange, int lightColor, in… in G_AddGameLight() function 7089 …G_AddGameLight(0, nSprite, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 2048, 80+(252<<8)+(… in actDoLight() 7110 …G_AddGameLight(0, nSprite, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNum,… in actDoLight() 7182 … G_AddGameLight(0, spriteNum, (pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1, 512-ii*128, in actDoLight() 7230 …G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD2(spriteN… in actDoLight() 7242 …G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 4096, 176+(252<<8… in actDoLight() 7260 …G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNu… in actDoLight() 7279 …G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 1024, 216+(52<<8)… in actDoLight() 7293 …G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 2048, 176+(252<<8… in actDoLight() 7310 …G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 64 * pSprite->yre… in actDoLight() [all …]
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/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | actors.h | 403 void G_AddGameLight(int lightRadius, int spriteNum, int zOffset, int lightRange, int lightColor, in…
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H A D | actors.cpp | 925 void G_AddGameLight(int lightRadius, int spriteNum, int zOffset, int lightRange, int lightColor, in… in G_AddGameLight() function 2986 …G_AddGameLight(0, spriteNum, ((pSprite->yrepeat * tilesiz[pSprite->picnum].y) << 1), 2048, pProj->… in Proj_MoveCustom() 8647 … G_AddGameLight(0, spriteNum, (pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1, 512-ii*128, in A_DoLight() 8695 …G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD2(spriteN… in A_DoLight() 8707 …G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 4096, 176+(252<<8… in A_DoLight() 8712 …G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<2), LIGHTRAD2(spriteN… in A_DoLight() 8725 …G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNu… in A_DoLight() 8744 …G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 1024, 216+(52<<8)… in A_DoLight() 8758 …G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 2048, 176+(252<<8… in A_DoLight() 8775 …G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 64 * pSprite->yre… in A_DoLight() [all …]
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H A D | player.cpp | 867 G_AddGameLight(0, spriteNum, PHEIGHT, 8192, pProj->flashcolor, PR_LIGHT_PRIO_MAX_GAME); in A_ShootCustom() 1716 … G_AddGameLight(0, spriteNum, PHEIGHT, 8192, 255 + (95 << 8), PR_LIGHT_PRIO_MAX_GAME); in A_ShootWithZvel() 2081 … G_AddGameLight(0, pPlayer->i, PHEIGHT, 8192, PWEAPON(playerNum, pPlayer->curr_weapon, FlashColor), in P_FireWeapon() 4133 G_AddGameLight(0, pPlayer->i, PHEIGHT, max(glowRange, 0), in P_ProcessWeapon()
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H A D | game.cpp | 2700 …G_AddGameLight(0, newSprite, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 32768, 255+(95<<8… in A_Spawn()
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