/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/editor/ |
H A D | eswitch.cpp | 135 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() [all …]
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H A D | medwall.cpp | 154 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() [all …]
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H A D | info.cpp | 270 auto &Walls = LevelUniqueWallSubsystemState.Walls; in info_display_default() 275 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in info_display_default()
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H A D | mine.cpp | 372 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in save_mine_data() 373 auto &Walls = LevelUniqueWallSubsystemState.Walls; in save_mine_data()
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H A D | elight.cpp | 109 auto &Walls = LevelUniqueWallSubsystemState.Walls; in apply_light_intensity()
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H A D | seguvs.cpp | 939 auto &Walls = LevelUniqueWallSubsystemState.Walls; in cast_light_from_side() 1177 auto &Walls = LevelUniqueWallSubsystemState.Walls; in calim_process_all_lights()
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H A D | segment.cpp | 493 auto &Walls = LevelUniqueWallSubsystemState.Walls; in compress_segments() 531 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in compress_segments()
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H A D | meddraw.cpp | 441 auto &Walls = LevelUniqueWallSubsystemState.Walls; in draw_special_wall()
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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/ |
H A D | wall.cpp | 242 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() [all …]
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H A D | mglobal.cpp | 141 d_level_unique_wall_subsystem_state LevelUniqueWallSubsystemState; variable 158 reconstruct_global_variable(LevelUniqueWallSubsystemState); in reset_globals_for_new_game()
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H A D | dumpmine.cpp | 218 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()
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H A D | switch.cpp | 63 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()
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H A D | gamesave.cpp | 868 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()
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H A D | paging.cpp | 258 auto &Walls = LevelUniqueWallSubsystemState.Walls; in paging_touch_side() 342 auto &Walls = LevelUniqueWallSubsystemState.Walls; in paging_touch_all()
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H A D | render.cpp | 247 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()
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H A D | state.cpp | 1422 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()
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H A D | gameseg.cpp | 858 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()
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H A D | cntrlcen.cpp | 274 auto &Walls = LevelUniqueWallSubsystemState.Walls; in do_controlcen_destroyed_stuff()
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H A D | fvi.cpp | 939 auto &Walls = LevelUniqueWallSubsystemState.Walls; in fvi_sub() 1196 auto &Walls = LevelUniqueWallSubsystemState.Walls; in check_trans_wall()
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H A D | newdemo.cpp | 1635 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()
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H A D | automap.cpp | 1496 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in add_segment_edges() 1621 auto &Walls = LevelUniqueWallSubsystemState.Walls; in automap_build_edge_list()
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H A D | fireball.cpp | 881 …t(LevelUniqueSegmentState.get_segments().vmptridx, vcvertptr, LevelUniqueWallSubsystemState.Walls.… in maybe_drop_net_powerup() 1572 auto &Walls = LevelUniqueWallSubsystemState.Walls; in do_exploding_wall_frame()
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H A D | gamecntl.cpp | 1242 auto &Triggers = LevelUniqueWallSubsystemState.Triggers; in kill_and_so_forth() 1243 auto &Walls = LevelUniqueWallSubsystemState.Walls; in kill_and_so_forth()
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H A D | collide.cpp | 568 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()
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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/common/main/ |
H A D | wall.h | 280 extern d_level_unique_wall_subsystem_state LevelUniqueWallSubsystemState;
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