Searched refs:MF2_SHADOW (Results 1 – 7 of 7) sorted by relevance
186 MF2_SHADOW = 1<<19, // Fuzzy draw, makes targeting harder. enumerator
1801 …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)
1951 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()
2428 p->mo->flags2 &= ~MF2_SHADOW; // cancel invisibility in G_PlayerFinishLevel()
6710 thing->flags2 |= MF2_SHADOW; in P_ShieldLook()6717 thing->flags2 &= ~MF2_SHADOW; in P_ShieldLook()
3848 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()
1361 Surf.PolyColor.s.alpha = (spr->mobj->flags2 & MF2_SHADOW) ? 0x40 : 0xff; in HWR_DrawModel()