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Searched refs:MF2_SHADOW (Results 1 – 7 of 7) sorted by relevance

/dports/games/SRB2/SRB2-SRB2_release_2.2.9/src/
H A Dp_mobj.h186 MF2_SHADOW = 1<<19, // Fuzzy draw, makes targeting harder. enumerator
H A Dr_things.c1801 …if (oldthing->flags2 & MF2_SHADOW || thing->flags2 & MF2_SHADOW) // actually only the player shoul…
2020 if (R_ThingIsFullBright(oldthing) || oldthing->flags2 & MF2_SHADOW || thing->flags2 & MF2_SHADOW)
H A Dp_user.c1951 shieldobj->flags2 |= MF2_SHADOW; in P_SpawnShieldOrb()
10440 mo->flags2 |= MF2_SHADOW; in P_MoveChaseCamera()
10442 mo->flags2 &= ~MF2_SHADOW; in P_MoveChaseCamera()
10445 mo->flags2 &= ~MF2_SHADOW; in P_MoveChaseCamera()
11721 player->mo->flags2 &= ~MF2_SHADOW; in P_PlayerThink()
H A Dg_game.c2428 p->mo->flags2 &= ~MF2_SHADOW; // cancel invisibility in G_PlayerFinishLevel()
H A Dp_mobj.c6710 thing->flags2 |= MF2_SHADOW; in P_ShieldLook()
6717 thing->flags2 &= ~MF2_SHADOW; in P_ShieldLook()
/dports/games/SRB2/SRB2-SRB2_release_2.2.9/src/hardware/
H A Dhw_main.c3848 else if (spr->mobj->flags2 & MF2_SHADOW) in HWR_SplitSprite()
4280 else if (spr->mobj->flags2 & MF2_SHADOW) in HWR_DrawSprite()
4465 …transparency1 = (spr1->mobj->tracer->flags2 & MF2_SHADOW) || (spr1->mobj->tracer->frame & FF_TRANS… in CompareVisSprites()
4470 …transparency1 = (!spr1->precip && (spr1->mobj->flags2 & MF2_SHADOW)) || (spr1->mobj->frame & FF_TR… in CompareVisSprites()
4475 …transparency2 = (spr2->mobj->tracer->flags2 & MF2_SHADOW) || (spr2->mobj->tracer->frame & FF_TRANS… in CompareVisSprites()
4480 …transparency2 = (!spr2->precip && (spr2->mobj->flags2 & MF2_SHADOW)) || (spr2->mobj->frame & FF_TR… in CompareVisSprites()
4486 …transparency1 = (!spr1->precip && (spr1->mobj->flags2 & MF2_SHADOW)) || (spr1->mobj->frame & FF_TR… in CompareVisSprites()
4488 …transparency2 = (!spr2->precip && (spr2->mobj->flags2 & MF2_SHADOW)) || (spr2->mobj->frame & FF_TR… in CompareVisSprites()
H A Dhw_md2.c1361 Surf.PolyColor.s.alpha = (spr->mobj->flags2 & MF2_SHADOW) ? 0x40 : 0xff; in HWR_DrawModel()