/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/ |
H A D | mglobal.cpp | 62 d_level_unique_segment_state LevelUniqueSegmentState; variable 111 reconstruct_global_variable(LevelUniqueSegmentState); in reset_globals_for_new_game()
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H A D | physics.cpp | 269 update_object_seg(vmobjptr, LevelSharedSegmentState, LevelUniqueSegmentState, obj); in fix_illegal_wall_intersection() 498 auto n = find_object_seg(LevelSharedSegmentState, LevelUniqueSegmentState, obj); in do_physics_sim() 502 …pe == OBJ_PLAYER && (n = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, obj_prev… in do_physics_sim() 769 update_object_seg(vmobjptr, LevelSharedSegmentState, LevelUniqueSegmentState, obj); in do_physics_sim() 779 if (find_object_seg(LevelSharedSegmentState, LevelUniqueSegmentState, obj) == segment_none) in do_physics_sim() 785 …pe == OBJ_PLAYER && (n = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, obj_prev… in do_physics_sim()
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H A D | object.cpp | 655 …const auto &&segnum = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, pos, Segmen… in create_small_fireball_on_object() 1127 const auto &&p = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, pos, segnum); in obj_create() 1193 …const auto &&p = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, pos, segnum); /… in obj_create() 2150 …nt_state &LevelSharedSegmentState, d_level_unique_segment_state &LevelUniqueSegmentState, const ob… in find_object_seg() argument 2152 auto &Segments = LevelUniqueSegmentState.get_segments(); in find_object_seg() 2153 …return find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, obj.pos, Segments.vmptridx… in find_object_seg() 2160 …nt_state &LevelSharedSegmentState, d_level_unique_segment_state &LevelUniqueSegmentState, const vm… in update_object_seg() argument 2162 const auto &&newseg = find_object_seg(LevelSharedSegmentState, LevelUniqueSegmentState, obj); in update_object_seg() 2167 obj_relink(vmobjptr, LevelUniqueSegmentState.get_segments().vmptr, obj, newseg); in update_object_seg() 2230 if (update_object_seg(vmobjptr, LevelSharedSegmentState, LevelUniqueSegmentState, o) == 0) in fix_object_segs()
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H A D | slew.cpp | 146 …update_object_seg(vmobjptr, LevelSharedSegmentState, LevelUniqueSegmentState, obj); //update segme… in do_slew_movement()
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H A D | collide.cpp | 1095 …const auto &&collision_seg = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, coll… in collide_robot_and_player() 1546 …nt_state &LevelSharedSegmentState, d_level_unique_segment_state &LevelUniqueSegmentState, const vc… in do_boss_weapon_collision() argument 1585 …if (const auto &&segp = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, collision… in do_boss_weapon_collision() 1637 …if (const auto &&segp = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, collision… in do_boss_weapon_collision() 1668 …? do_boss_weapon_collision(LevelSharedSegmentState, LevelUniqueSegmentState, robot, weapon, collis… in collide_robot_and_weapon() 1967 …const auto &&newseg = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, tvec, Segme… in drop_player_eggs()
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H A D | fireball.cpp | 881 …const auto &&segnum = choose_drop_segment(LevelUniqueSegmentState.get_segments().vmptridx, vcvertp… in maybe_drop_net_powerup() 1664 …const auto &&segnum = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, pos_left, o… in drop_afterburner_blobs() 1670 …const auto &&segnum = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, pos_right, … in drop_afterburner_blobs()
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H A D | endlevel.cpp | 876 …const auto &&segnum = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, tpnt, Segme… in do_endlevel_frame() 1214 update_object_seg(vmobjptr, LevelSharedSegmentState, LevelUniqueSegmentState, obj); in do_endlevel_flythrough()
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H A D | laser.cpp | 465 …const auto &&segnum = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, temp_pos, l… in create_omega_blobs() 588 …const auto &&firing_segnum = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, firi… in do_omega_stuff() 823 …const auto &&end_segnum = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, end_pos… in Laser_create_new()
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H A D | fvi.cpp | 689 …hit_seg = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, hit_pnt, imsegptridx(fq… in find_vector_intersection()
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H A D | gamesave.cpp | 1878 if (update_object_seg(vmobjptr, LevelSharedSegmentState, LevelUniqueSegmentState, plr) == 0) in save_level_sub()
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H A D | render.cpp | 1280 …auto start_seg_num = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, Viewer_eye, … in render_frame()
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H A D | ai.cpp | 2397 auto &Segments = LevelUniqueSegmentState.get_segments(); in boss_spew_robot() 2398 …const auto &&segnum = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, pos, Segmen… in boss_spew_robot()
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H A D | state.cpp | 2463 update_object_seg(vmobjptr, LevelSharedSegmentState, LevelUniqueSegmentState, obj); in state_restore_all_sub()
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H A D | multi.cpp | 3939 update_object_seg(vmobjptr, LevelSharedSegmentState, LevelUniqueSegmentState, guided_missile); in multi_do_guided()
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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/editor/ |
H A D | kgame.cpp | 142 …auto found_save_segnum = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, save_pos… in SaveGameData()
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H A D | eobject.cpp | 760 auto viewer_segnum = find_object_seg(LevelSharedSegmentState, LevelUniqueSegmentState, *Viewer); in move_object_to_position() 819 const auto &&segp = find_object_seg(LevelSharedSegmentState, LevelUniqueSegmentState, objp); in move_object_to_position()
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H A D | med.cpp | 611 …const auto &&newseg = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, ConsoleObje… in SetPlayerFromCursegMinusOne()
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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/common/main/ |
H A D | fwd-object.h | 231 …nt_state &LevelSharedSegmentState, d_level_unique_segment_state &LevelUniqueSegmentState, vmobjptr…
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H A D | segment.h | 432 extern d_level_unique_segment_state LevelUniqueSegmentState;
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