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Searched refs:MF6_ARMED (Results 1 – 4 of 4) sorted by relevance

/dports/games/zdoom/zdoom-2.8.1/src/g_hexen/
H A Da_blastradius.cpp77 victim->flags6 &= ~MF6_ARMED; // Disarm in BlastActor()
/dports/games/zdoom/zdoom-2.8.1/src/
H A Dp_mobj.cpp1201 if (flags6 & MF6_TOUCHY && (flags6 & MF6_ARMED || IsSentient())) in Grind()
1203 flags6 &= ~MF6_ARMED; // Disarm in Grind()
3626 flags6 |= MF6_ARMED; in Tick()
5487 …if (thing->flags6 & MF6_TOUCHY && ((thing->flags6 & MF6_ARMED) || thing->IsSentient()) && ((thing-… in P_HitFloor()
5489 thing->flags6 &= ~MF6_ARMED; // Disarm in P_HitFloor()
H A Dactor.h331 MF6_ARMED = 0x00002000, // From MBF: Object is armed (for MF6_TOUCHY objects) enumerator
H A Dp_map.cpp1128 (thing->flags6 & MF6_ARMED || thing->IsSentient()) && in PIT_CheckThing()
1140 thing->flags6 &= ~MF6_ARMED; // Disarm in PIT_CheckThing()