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

/dports/games/palomino/palomino/scripts/
H A Dactors.lua420 local missile = MissileActor:New( target, launcher, launcherSpeed,
463 MissileActor = lib.DerivedClass( Actor )
466 function MissileActor:New( target, launcher, launcherSpeed, particleRadiusGeo, malfunction )
467 self = lib.NewInstanceChain( MissileActor, self )
479 function MissileActor:Destroy()
488 function MissileActor:Reset()
493 function MissileActor:GetObject()
497 function MissileActor:Tick()
502 function MissileActor:Rotate( axis, rad )
549 … self.missile = MissileActor:New( self.target, launcher, speed, particleRadiusGeo, malfunction )
/dports/games/zdoom/zdoom-2.8.1/src/g_heretic/
H A Da_hereticweaps.cpp897 AActor *MissileActor; in DEFINE_ACTION_FUNCTION() local
910 …wnPlayerMissile (self, 0,0,0, RUNTIME_CLASS(AHornRodFX2), self->angle, &linetarget, &MissileActor); in DEFINE_ACTION_FUNCTION()
914 if (MissileActor != NULL) in DEFINE_ACTION_FUNCTION()
916 MissileActor->special2 = (int)(player - players); in DEFINE_ACTION_FUNCTION()
919 MissileActor->tracer = linetarget; in DEFINE_ACTION_FUNCTION()
921 S_Sound (MissileActor, CHAN_WEAPON, "weapons/hornrodpowshoot", 1, ATTN_NORM); in DEFINE_ACTION_FUNCTION()
/dports/games/zdoom/zdoom-2.8.1/src/
H A Dp_mobj.cpp6014 if (pMissileActor) *pMissileActor = MissileActor; in P_SpawnPlayerMissile()
6015 P_PlaySpawnSound(MissileActor, source); in P_SpawnPlayerMissile()
6016 MissileActor->target = source; in P_SpawnPlayerMissile()
6017 MissileActor->angle = an; in P_SpawnPlayerMissile()
6024 speed = MissileActor->Speed; in P_SpawnPlayerMissile()
6033 MissileActor->velx = (fixed_t)vec.X; in P_SpawnPlayerMissile()
6034 MissileActor->vely = (fixed_t)vec.Y; in P_SpawnPlayerMissile()
6035 MissileActor->velz = (fixed_t)vec.Z; in P_SpawnPlayerMissile()
6037 if (MissileActor->flags4 & MF4_SPECTRAL) in P_SpawnPlayerMissile()
6039 MissileActor->SetFriendPlayer(source->player); in P_SpawnPlayerMissile()
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H A Dp_local.h168 …AActor **pLineTarget = NULL, AActor **MissileActor = NULL, bool nofreeaim = false, bool noautoaim …