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Searched refs:LevelUniqueWallSubsystemState (Results 1 – 25 of 34) sorted by relevance

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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/editor/
H A Deswitch.cpp135 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in trigger_flag_Markedside()
137 auto &Walls = LevelUniqueWallSubsystemState.Walls; in trigger_flag_Markedside()
169 auto &Walls = LevelUniqueWallSubsystemState.Walls; in bind_matcen_to_trigger()
183 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in bind_matcen_to_trigger()
215 auto &Walls = LevelUniqueWallSubsystemState.Walls; in bind_wall_to_trigger()
234 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in bind_wall_to_trigger()
281 auto &Walls = LevelUniqueWallSubsystemState.Walls; in remove_trigger()
289 return remove_trigger_num(LevelUniqueWallSubsystemState.Triggers, Walls.vmptr, trigger); in remove_trigger()
302 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in trigger_turn_all_ON()
410 auto &Walls = LevelUniqueWallSubsystemState.Walls; in callback_handler()
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H A Dmedwall.cpp154 auto &Walls = LevelUniqueWallSubsystemState.Walls; in wall_assign_door()
200 auto &Walls = LevelUniqueWallSubsystemState.Walls; in wall_add_blastable()
209 auto &Walls = LevelUniqueWallSubsystemState.Walls; in wall_add_door()
218 auto &Walls = LevelUniqueWallSubsystemState.Walls; in wall_add_closed_wall()
245 auto &Walls = LevelUniqueWallSubsystemState.Walls; in wall_add_illusion()
255 auto &Walls = LevelUniqueWallSubsystemState.Walls; in GotoPrevWall()
285 auto &Walls = LevelUniqueWallSubsystemState.Walls; in GotoNextWall()
362 auto &Walls = LevelUniqueWallSubsystemState.Walls; in PrevWall()
401 auto &Walls = LevelUniqueWallSubsystemState.Walls; in NextWall()
513 auto &Walls = LevelUniqueWallSubsystemState.Walls; in callback_handler()
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H A Dinfo.cpp270 auto &Walls = LevelUniqueWallSubsystemState.Walls; in info_display_default()
275 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in info_display_default()
H A Dmine.cpp372 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in save_mine_data()
373 auto &Walls = LevelUniqueWallSubsystemState.Walls; in save_mine_data()
H A Delight.cpp109 auto &Walls = LevelUniqueWallSubsystemState.Walls; in apply_light_intensity()
H A Dseguvs.cpp939 auto &Walls = LevelUniqueWallSubsystemState.Walls; in cast_light_from_side()
1177 auto &Walls = LevelUniqueWallSubsystemState.Walls; in calim_process_all_lights()
H A Dsegment.cpp493 auto &Walls = LevelUniqueWallSubsystemState.Walls; in compress_segments()
531 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in compress_segments()
H A Dmeddraw.cpp441 auto &Walls = LevelUniqueWallSubsystemState.Walls; in draw_special_wall()
/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/
H A Dwall.cpp242 auto &Walls = LevelUniqueWallSubsystemState.Walls; in wall_init()
314 auto &Walls = LevelUniqueWallSubsystemState.Walls; in blast_blastable_wall()
348 auto &Walls = LevelUniqueWallSubsystemState.Walls; in wall_destroy()
370 auto &Walls = LevelUniqueWallSubsystemState.Walls; in wall_damage()
422 auto &Walls = LevelUniqueWallSubsystemState.Walls; in wall_open_door()
536 auto &Walls = LevelUniqueWallSubsystemState.Walls; in start_wall_cloak()
618 auto &Walls = LevelUniqueWallSubsystemState.Walls; in start_wall_decloak()
868 auto &Walls = LevelUniqueWallSubsystemState.Walls; in do_door_open()
946 auto &Walls = LevelUniqueWallSubsystemState.Walls; in do_door_close()
1128 auto &Walls = LevelUniqueWallSubsystemState.Walls; in wall_hit_process()
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H A Dmglobal.cpp141 d_level_unique_wall_subsystem_state LevelUniqueWallSubsystemState; variable
158 reconstruct_global_variable(LevelUniqueWallSubsystemState); in reset_globals_for_new_game()
H A Ddumpmine.cpp218 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in write_exit_text()
492 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in write_matcen_text()
542 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in write_wall_text()
612 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in write_trigger_text()
614 auto &Walls = LevelUniqueWallSubsystemState.Walls; in write_trigger_text()
674 auto &Walls = LevelUniqueWallSubsystemState.Walls; in write_game_text_file()
677 auto &ActiveDoors = LevelUniqueWallSubsystemState.ActiveDoors; in write_game_text_file()
680 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in write_game_text_file()
723 auto &Walls = LevelUniqueWallSubsystemState.Walls; in determine_used_textures_level()
H A Dswitch.cpp63 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in trigger_init()
81 auto &Walls = LevelUniqueWallSubsystemState.Walls; in do_link()
91 auto &Walls = LevelUniqueWallSubsystemState.Walls; in do_close_door()
168 auto &Walls = LevelUniqueWallSubsystemState.Walls; in do_change_walls()
314 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in check_trigger_sub()
317 auto &Walls = LevelUniqueWallSubsystemState.Walls; in check_trigger_sub()
550 auto &Walls = LevelUniqueWallSubsystemState.Walls; in check_trigger()
H A Dgamesave.cpp868 auto &Walls = LevelUniqueWallSubsystemState.Walls; in validate_segment_wall()
933 auto &Walls = LevelUniqueWallSubsystemState.Walls; in load_game_data()
937 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in load_game_data()
1188 auto &ActiveDoors = LevelUniqueWallSubsystemState.ActiveDoors; in load_game_data()
1617 auto &ActiveDoors = LevelUniqueWallSubsystemState.ActiveDoors; in create_new_mine()
1691 auto &Walls = LevelUniqueWallSubsystemState.Walls; in save_game_data()
1693 auto &ActiveDoors = LevelUniqueWallSubsystemState.ActiveDoors; in save_game_data()
1695 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in save_game_data()
H A Dpaging.cpp258 auto &Walls = LevelUniqueWallSubsystemState.Walls; in paging_touch_side()
342 auto &Walls = LevelUniqueWallSubsystemState.Walls; in paging_touch_all()
H A Drender.cpp247 auto &Walls = LevelUniqueWallSubsystemState.Walls; in render_face()
1147 auto &Walls = LevelUniqueWallSubsystemState.Walls; in build_object_lists()
1344 auto &Walls = LevelUniqueWallSubsystemState.Walls; in build_segment_list()
1496 auto &Walls = LevelUniqueWallSubsystemState.Walls; in render_mine()
1612 auto &Walls = LevelUniqueWallSubsystemState.Walls; in render_mine()
H A Dstate.cpp1422 auto &Walls = LevelUniqueWallSubsystemState.Walls; in state_save_all_sub()
1439 auto &ActiveDoors = LevelUniqueWallSubsystemState.ActiveDoors; in state_save_all_sub()
1451 auto &CloakingWalls = LevelUniqueWallSubsystemState.CloakingWalls; in state_save_all_sub()
1463 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in state_save_all_sub()
2116 auto &Walls = LevelUniqueWallSubsystemState.Walls; in state_restore_all_sub()
2141 auto &ActiveDoors = LevelUniqueWallSubsystemState.ActiveDoors; in state_restore_all_sub()
2150 auto &CloakingWalls = LevelUniqueWallSubsystemState.CloakingWalls; in state_restore_all_sub()
2159 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in state_restore_all_sub()
H A Dgameseg.cpp858 auto &Walls = LevelUniqueWallSubsystemState.Walls; in find_connected_distance()
1700 auto &Walls = LevelUniqueWallSubsystemState.Walls; in apply_light_to_segment()
1717 auto &Walls = LevelUniqueWallSubsystemState.Walls; in change_segment_light()
1852 auto &Walls = LevelUniqueWallSubsystemState.Walls; in ambient_mark_bfs()
H A Dcntrlcen.cpp274 auto &Walls = LevelUniqueWallSubsystemState.Walls; in do_controlcen_destroyed_stuff()
H A Dfvi.cpp939 auto &Walls = LevelUniqueWallSubsystemState.Walls; in fvi_sub()
1196 auto &Walls = LevelUniqueWallSubsystemState.Walls; in check_trans_wall()
H A Dnewdemo.cpp1635 auto &Walls = LevelUniqueWallSubsystemState.Walls; in newdemo_set_new_level()
1678 auto &Walls = LevelUniqueWallSubsystemState.Walls; in newdemo_record_oneframeevent_update()
2015 auto &Walls = LevelUniqueWallSubsystemState.Walls; in newdemo_pop_ctrlcen_triggers()
2081 auto &Walls = LevelUniqueWallSubsystemState.Walls; in newdemo_read_frame_information()
2378 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in newdemo_read_frame_information()
H A Dautomap.cpp1496 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in add_segment_edges()
1621 auto &Walls = LevelUniqueWallSubsystemState.Walls; in automap_build_edge_list()
H A Dfireball.cpp881 …t(LevelUniqueSegmentState.get_segments().vmptridx, vcvertptr, LevelUniqueWallSubsystemState.Walls.… in maybe_drop_net_powerup()
1572 auto &Walls = LevelUniqueWallSubsystemState.Walls; in do_exploding_wall_frame()
H A Dgamecntl.cpp1242 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in kill_and_so_forth()
1243 auto &Walls = LevelUniqueWallSubsystemState.Walls; in kill_and_so_forth()
H A Dcollide.cpp568 auto &Walls = LevelUniqueWallSubsystemState.Walls; in check_effect_blowup()
2272 auto &Walls = LevelUniqueWallSubsystemState.Walls; in find_exit_direction()
2738 auto &Walls = LevelUniqueWallSubsystemState.Walls; in collide_object_with_wall()
/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/common/main/
H A Dwall.h280 extern d_level_unique_wall_subsystem_state LevelUniqueWallSubsystemState;

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