/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/ |
H A D | ai.cpp | 555 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() [all …]
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H A D | gamecntl.cpp | 153 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() [all …]
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H A D | multibot.cpp | 137 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() [all …]
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H A D | collide.cpp | 119 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() [all …]
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H A D | laser.cpp | 143 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() [all …]
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H A D | game.cpp | 635 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() [all …]
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H A D | weapon.cpp | 622 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() [all …]
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H A D | fuelcen.cpp | 586 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()
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H A D | newdemo.cpp | 907 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() [all …]
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H A D | state.cpp | 380 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() [all …]
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H A D | cntrlcen.cpp | 366 ….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()
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H A D | gameseq.cpp | 194 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()
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H A D | powerup.cpp | 394 …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()
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H A D | mglobal.cpp | 71 fix64 GameTime64 = 0; // Time in game, in seconds variable
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H A D | controls.cpp | 167 auto swiggle = fix_fastsin(static_cast<fix>(GameTime64)); in read_flying_controls()
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H A D | object.cpp | 257 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()
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H A D | gauges.cpp | 1114 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() [all …]
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H A D | lighting.cpp | 310 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()
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H A D | aipath.cpp | 659 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()
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H A D | gameseg.cpp | 877 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()
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H A D | multi.cpp | 2051 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()
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H A D | gamesave.cpp | 1908 PHYSFS_writeSLE32(SaveFile, GameTime64); in save_level_sub()
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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/d2x-rebirth/main/ |
H A D | escort.cpp | 443 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() [all …]
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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/common/main/ |
H A D | game.h | 58 extern fix64 GameTime64; // time in game (sum of FrameTime)
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