Searched refs:LEVEL2_PRERAISEWEAPON (Results 1 – 6 of 6) sorted by relevance
/dports/games/zdoom/zdoom-2.8.1/src/ |
H A D | g_level.h | 189 …LEVEL2_PRERAISEWEAPON = 0x00000080, // players should spawn with their weapons fully raised (but … enumerator
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H A D | p_saveg.cpp | 322 …P_SpawnPlayer(&playerstarts[i], i, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0); in SpawnExtraPlayers()
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H A D | g_level.cpp | 966 level.flags2 |= LEVEL2_PRERAISEWEAPON; in G_DoLoadLevel() 1213 …if (start != NULL) pawndup = P_SpawnPlayer(start, pnum, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? S… in G_FinishTravel()
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H A D | g_mapinfo.cpp | 1296 { "spawnwithweaponraised", MITYPE_SETFLAG2, LEVEL2_PRERAISEWEAPON, 0 },
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H A D | p_setup.cpp | 4037 P_SpawnPlayer(mthing, i, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0); in P_SetupLevel()
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H A D | p_mobj.cpp | 4809 …return P_SpawnPlayer(&start, pnum, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0); in P_SpawnMapThing()
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