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Searched refs:GameTime64 (Results 1 – 24 of 24) sorted by relevance

/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/
H A Dai.cpp555 ailp->time_player_seen = GameTime64; in init_ai_object()
556 ailp->next_misc_sound_time = GameTime64; in init_ai_object()
557 ailp->time_player_sound_attacked = GameTime64; in init_ai_object()
1747 ailp.time_player_seen = GameTime64; in compute_vis_and_vec()
2432 ai_info.dying_start_time = GameTime64; in start_robot_death_sequence()
2468 if (start_time + roll_duration < GameTime64 || GameTime64+(F1_0*2) < start_time) in do_robot_dying_frame()
2594 GameTime64 < Boss_cloak_start_time) in do_d1_boss_stuff()
2705 GameTime64 < Boss_cloak_start_time) in do_d2_boss_stuff()
4421 i.last_time = GameTime64; in ai_do_cloak_stuff()
4710 const auto gametime = GameTime64; in state_ai_local_to_ai_local_rw()
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H A Dgamecntl.cpp153 if (Next_flare_fire_time > GameTime64) in allowed_to_fire_flare()
158 Next_flare_fire_time = GameTime64 + FLARE_BIG_DELAY; in allowed_to_fire_flare()
161 Next_flare_fire_time = GameTime64 + F1_0/4; in allowed_to_fire_flare()
207 if (last_play_time > GameTime64) in transfer_energy_to_shield()
212 last_play_time = GameTime64; in transfer_energy_to_shield()
655 newdemo_single_frame_time = GameTime64; in HandleDemoKey()
659 newdemo_single_frame_time = GameTime64; in HandleDemoKey()
1404 player_info.cloak_time = GameTime64; in HandleTestKey()
1565 GameTime64 = (INT64_MAX) - (F1_0*10); in HandleTestKey()
1833 player_info.cloak_time = GameTime64; in FinalCheats()
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H A Dmultibot.cpp137 robot_last_message_time[slot_num] = GameTime64; in multi_can_move_robot()
161 if (GameTime64 > lastcheck + F1_0 || lastcheck > GameTime64) in multi_check_robot_timeout()
163 lastcheck = GameTime64; in multi_check_robot_timeout()
166 if (robot_controlled[i] != object_none && robot_last_send_time[i] + ROBOT_TIMEOUT < GameTime64) in multi_check_robot_timeout()
274 if (robot_last_message_time[i] + ROBOT_TIMEOUT < GameTime64) { in multi_add_controlled_robot()
315 robot_controlled_time[i] = GameTime64; in multi_add_controlled_robot()
316 robot_last_send_time[i] = robot_last_message_time[i] = GameTime64; in multi_add_controlled_robot()
506 robot_last_send_time[slot] = GameTime64; in multi_send_robot_position()
1091 BuddyState.Last_buddy_message_time = GameTime64 - 2 * F1_0; in multi_recv_escort_goal()
1123 BossUniqueState.Last_teleport_time = GameTime64; in multi_do_boss_teleport()
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H A Dcollide.cpp119 if (last_play_time + (F1_0/3) < GameTime64 || last_play_time > GameTime64) in check_collision_delayfunc_exec()
121 last_play_time = GameTime64; in check_collision_delayfunc_exec()
464 …if (!((GameTime64 > Last_volatile_scrape_time + DESIGNATED_GAME_FRAMETIME) || (GameTime64 < Last_v… in check_volatile_wall()
466 Last_volatile_scrape_time = GameTime64; in check_volatile_wall()
512 …if ((GameTime64 > Last_volatile_scrape_sound_time + F1_0/4) || (GameTime64 < Last_volatile_scrape_… in scrape_player_on_wall()
1071 Last_thief_hit_time = GameTime64; in collide_robot_and_player()
1078 Last_thief_hit_time = GameTime64; in collide_robot_and_player()
1429 player_info.invulnerable_time = GameTime64; in do_final_boss_hacks()
1453 BossUniqueState.Boss_hit_time = GameTime64; in apply_damage_to_robot()
1864 if (last_player_bump + (F1_0/Netgame.PacketsPerSec) < GameTime64 || last_player_bump > GameTime64) in collide_player_and_player()
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H A Dlaser.cpp143 return GameTime64 > o.ctype.laser_info.creation_time + F1_0*2; in ignore_proximity_weapon()
145 return GameTime64 > o.ctype.laser_info.creation_time + F1_0*4; in ignore_proximity_weapon()
222 if (!(GameTime64 > o1li.creation_time + F1_0/2 || GameTime64 > o2li.creation_time + F1_0/2)) in laser_are_related()
1581 if (obj->ctype.laser_info.creation_time + HOMING_FLY_STRAIGHT_TIME < GameTime64) in Laser_do_weapon_sequence()
1816 while (Next_laser_fire_time <= GameTime64) { in do_laser_firing_player()
1821 fire_frame_overhead = GameTime64 - Next_laser_fire_time; in do_laser_firing_player()
1858 Next_laser_fire_time = GameTime64 - fire_frame_overhead + (unlikely(cheats.rapidfire) in do_laser_firing_player()
1884 Next_laser_fire_time = GameTime64; // Prevents shots-to-fire from building up. in do_laser_firing_player()
2315 fire_frame_overhead = GameTime64 - Next_missile_fire_time; in do_missile_firing()
2337 Next_missile_fire_time = GameTime64 + Weapon_info[weapon_index].fire_wait - fire_frame_overhead; in do_missile_firing()
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H A Dgame.cpp635 GameTime64 += FrameTime; in calc_frame_time()
1063 if (GameTime64 > player_info.cloak_time+CLOAK_TIME_MAX) in do_cloak_stuff()
1083 if (GameTime64 > player_info.invulnerable_time + INVULNERABLE_TIME_MAX) in do_invulnerable_stuff()
1262 if (Time_flash_last_played + F1_0/8 < GameTime64) { in diminish_palette_towards_normal()
1264 Time_flash_last_played = GameTime64; in diminish_palette_towards_normal()
1339 if (Next_laser_fire_time > GameTime64) in allowed_to_fire_laser()
1349 if (Next_missile_fire_time > GameTime64) in allowed_to_fire_missile()
2288 Auto_fire_fusion_cannon_time = GameTime64 -1; // Fire now! in FireLaser()
2303 Fusion_next_sound_time = GameTime64 - 1; in FireLaser()
2305 if (Fusion_next_sound_time < GameTime64) { in FireLaser()
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H A Dweapon.cpp622 Next_laser_fire_time = GameTime64 + REARM_TIME; in select_primary_weapon()
686 Next_missile_fire_time = GameTime64 + REARM_TIME; in select_secondary_weapon()
1232 LevelUniqueSeismicState.Next_seismic_sound_time = GameTime64 + d_rand()/2; in start_seismic_sound()
1278 fix delta_time = GameTime64 - i; in rock_the_mine_frame()
1309 ….Seismic_disturbance_end_time && LevelUniqueSeismicState.Seismic_disturbance_end_time < GameTime64) in seismic_disturbance_active()
1316 LevelUniqueSeismicState.Seismic_disturbance_end_time = GameTime64 + level_shake_duration; in seismic_disturbance_active()
1328 …fix delta_time = static_cast<fix>(GameTime64 - LevelUniqueSeismicState.Seismic_disturbance_end_tim… in seismic_disturbance_frame()
1343 if (i + SMEGA_SHAKE_TIME < GameTime64) in smega_rock_stuff()
1348 *least = GameTime64; in smega_rock_stuff()
1748 else if (GameTime64 > LevelUniqueSeismicState.Next_seismic_sound_time) in do_seismic_stuff()
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H A Dfuelcen.cpp586 if (last_play_time + FUELCEN_SOUND_DELAY < GameTime64 || last_play_time > GameTime64) in fuelcen_give_fuel()
588 last_play_time = GameTime64; in fuelcen_give_fuel()
615 if (last_play_time > GameTime64) in repaircen_give_shields()
617 if (GameTime64 > last_play_time+FUELCEN_SOUND_DELAY) { in repaircen_give_shields()
619 last_play_time = GameTime64; in repaircen_give_shields()
H A Dnewdemo.cpp907 if (GameTime64 > Boss_cloak_start_time && in nd_write_object()
1163 if (nd_record_v_recordframe_last_time > GameTime64) in newdemo_record_start_frame()
1164 nd_record_v_recordframe_last_time=GameTime64-REC_DELAY; in newdemo_record_start_frame()
1170 …nd_record_v_recordframe_last_time = GameTime64-(GameTime64-(nd_record_v_recordframe_last_time + RE… in newdemo_record_start_frame()
1776 GameTime64 = nd_GameTime32; in newdemo_read_demo_start()
1787 BossUniqueState.Boss_cloak_start_time = GameTime64; in newdemo_read_demo_start()
1961 player_info.cloak_time = GameTime64 - (CLOAK_TIME_MAX / 2); in newdemo_read_demo_start()
2641 t = GameTime64 - (CLOAK_TIME_MAX / 2); in newdemo_read_frame_information()
2649 t = GameTime64 - (INVULNERABLE_TIME_MAX / 2); in newdemo_read_frame_information()
2658 t = GameTime64 - (CLOAK_TIME_MAX / 2); in newdemo_read_frame_information()
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H A Dstate.cpp380 if (obj.ctype.laser_info.creation_time - GameTime64 < F1_0*(-18000)) in state_object_to_object_rw()
433 if (obj.ctype.powerup_info.creation_time - GameTime64 < F1_0*(-18000)) in state_object_to_object_rw()
766 pl_rw->cloak_time = pl_info.cloak_time - GameTime64; in state_player_to_player_rw()
770 pl_rw->invulnerable_time = pl_info.invulnerable_time - GameTime64; in state_player_to_player_rw()
1593 if (Time_flash_last_played - GameTime64 < F1_0*(-18000)) in state_save_all_sub()
1596 tmptime32 = Time_flash_last_played - GameTime64; in state_save_all_sub()
1794 fix64 old_gametime = GameTime64; in state_restore_all_sub()
1913 GameTime64 = static_cast<fix64>(tmptime32); in state_restore_all_sub()
2247 player_info.Next_flare_fire_time = GameTime64; in state_restore_all_sub()
2248 Next_laser_fire_time = GameTime64; in state_restore_all_sub()
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H A Dcntrlcen.cpp366 ….Last_time_cc_vis_check + F1_0 * 5 < GameTime64 || LevelUniqueControlCenterState.Last_time_cc_vis_… in do_controlcen_frame()
368 LevelUniqueControlCenterState.Last_time_cc_vis_check = GameTime64; in do_controlcen_frame()
H A Dgameseq.cpp194 static void init_player_stats_ship(object &, fix GameTime64);
616 init_player_stats_ship(plrobj, GameTime64); in init_player_stats_level()
657 player_info.invulnerable_time = GameTime64 - (i2f(58 - Netgame.InvulAppear) >> 1); in init_player_stats_new_ship()
720 init_player_stats_ship(plrobj, GameTime64); in init_player_stats_new_ship()
724 void init_player_stats_ship(object &plrobj, const fix GameTime64) in init_player_stats_ship() argument
737 …are_fire_time = player_info.Next_laser_fire_time = player_info.Next_missile_fire_time = GameTime64; in init_player_stats_ship()
1532 t = GameTime64 - time_used; in do_cloak_invul_secret_stuff()
1541 t = GameTime64 - time_used; in do_cloak_invul_secret_stuff()
2153 GameTime64 = 0; in StartNewLevel()
H A Dpowerup.cpp394 …ags & PF_SPAT_BY_PLAYER) && obj->ctype.powerup_info.creation_time>0 && GameTime64<obj->ctype.power… in do_powerup()
635 …player_info.cloak_time = GameTime64; // Not! changed by awareness events (like player fires laser). in do_powerup()
656 player_info.invulnerable_time = GameTime64; in do_powerup()
H A Dmglobal.cpp71 fix64 GameTime64 = 0; // Time in game, in seconds variable
H A Dcontrols.cpp167 auto swiggle = fix_fastsin(static_cast<fix>(GameTime64)); in read_flying_controls()
H A Dobject.cpp257 cloak_delta_time = GameTime64 - cloak_start_time; in draw_cloaked_object()
277 } else if (GameTime64 < (cloak_start_time + total_cloaked_time) -Cloak_fadeout_duration) { in draw_cloaked_object()
297 } else if (GameTime64 < (cloak_start_time + total_cloaked_time) -Cloak_fadeout_duration/2) { in draw_cloaked_object()
457 cloak_duration = {GameTime64-F1_0*10, F1_0 * 20}; in draw_polygon_object()
1175 obj->ctype.powerup_info.creation_time = GameTime64; in obj_create()
1206 obj->ctype.laser_info.creation_time = GameTime64; in obj_create()
2020 …er_info.last_afterburner_time + delay < GameTime64) || (obj->ctype.laser_info.last_afterburner_tim… in object_move_one()
2022 obj->ctype.laser_info.last_afterburner_time = GameTime64; in object_move_one()
H A Dgauges.cpp1114 if (GameTime64 - Last_warning_beep_time > beep_delay/2 || Last_warning_beep_time > GameTime64) { in play_homing_warning()
1116 Last_warning_beep_time = GameTime64; in play_homing_warning()
1135 gauge = ((GameTime64 & 0x4000) && homing_object_dist >= 0) in show_homing_warning()
1147 if (GameTime64 & 0x4000) { in hud_show_homing_warning()
1829 const auto gametime64 = GameTime64; in hud_show_cloak_invuln()
2428 if (GameTime64 - cloak_time < F1_0) in draw_player_ship()
2432 else if (cloak_time + CLOAK_TIME_MAX - GameTime64 <= F1_0*3) in draw_player_ship()
2481 …show_cockpit_cloak_invul_timer(canvas, player_info.cloak_time + CLOAK_TIME_MAX - GameTime64, hudct… in draw_player_ship()
3017 if (t + INVULNERABLE_TIME_MAX - GameTime64 > F1_0*4 || GameTime64 & 0x8000) in draw_invulnerable_ship()
3045 …show_cockpit_cloak_invul_timer(hudctx.canvas, t + INVULNERABLE_TIME_MAX - GameTime64, hudctx.yscal… in draw_invulnerable_ship()
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H A Dlighting.cpp310 const auto s = fix_sin(static_cast<fix>(GameTime64 >> 1) & 0xFFFF); // probably a bad way to do it in compute_player_light_emission_intensity()
345 …light_intensity = 2 * (min(tval, objp.lifeleft) + ((static_cast<fix>(GameTime64) ^ Obj_light_xlate… in compute_light_emission()
H A Daipath.cpp659 ailp->time_player_seen = GameTime64; // Prevent from resetting path quickly. in create_path_to_segment()
728 ailp->time_player_seen = GameTime64; // Prevent from resetting path quickly. in create_path_to_segment()
771 ailp->time_player_seen = GameTime64; // Prevent from resetting path quickly. in create_path_to_station()
H A Dgameseg.cpp877 if ((GameTime64 - Last_fcd_flush_time > F1_0*2) || (GameTime64 < Last_fcd_flush_time)) { in find_connected_distance()
879 Last_fcd_flush_time = GameTime64; in find_connected_distance()
H A Dmulti.cpp2051 player_info.cloak_time = GameTime64; in multi_do_cloak()
4125 LevelUniqueSeismicState.Seismic_disturbance_end_time = GameTime64 + duration; in multi_do_seismic()
5975 if (obj.ctype.laser_info.creation_time - GameTime64 < F1_0*(-18000)) in multi_object_to_object_rw()
5978 obj_rw->ctype.laser_info.creation_time = obj.ctype.laser_info.creation_time - GameTime64; in multi_object_to_object_rw()
6016 obj_rw->ctype.ai_info.dying_start_time = obj.ctype.ai_info.dying_start_time - GameTime64; in multi_object_to_object_rw()
6028 if (obj.ctype.powerup_info.creation_time - GameTime64 < F1_0*(-18000)) in multi_object_to_object_rw()
6031 obj_rw->ctype.powerup_info.creation_time = obj.ctype.powerup_info.creation_time - GameTime64; in multi_object_to_object_rw()
H A Dgamesave.cpp1908 PHYSFS_writeSLE32(SaveFile, GameTime64); in save_level_sub()
/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/d2x-rebirth/main/
H A Descort.cpp443 BuddyState.Last_buddy_message_time = GameTime64; in __attribute_nonnull()
1165 BuddyState.Buddy_last_missile_time = GameTime64; in do_buddy_dude_stuff()
1175 BuddyState.Buddy_last_missile_time = GameTime64; in do_buddy_dude_stuff()
1214 BuddyState.Buddy_last_seen_player = GameTime64; in do_escort_frame()
1230 if (buddy_sorry_time + F1_0 > GameTime64) in do_escort_frame()
1233 if (buddy_sorry_time < GameTime64 + F1_0*2) in do_escort_frame()
1264 BuddyState.Escort_last_path_created = GameTime64; in do_escort_frame()
1275 BuddyState.Escort_last_path_created = GameTime64; in do_escort_frame()
1282 BuddyState.Buddy_last_player_path_created = GameTime64; in do_escort_frame()
1288 BuddyState.Last_come_back_message_time = GameTime64; in do_escort_frame()
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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/common/main/
H A Dgame.h58 extern fix64 GameTime64; // time in game (sum of FrameTime)