Searched refs:MissileActor (Results 1 – 4 of 4) sorted by relevance
/dports/games/palomino/palomino/scripts/ |
H A D | actors.lua | 420 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 )
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/dports/games/zdoom/zdoom-2.8.1/src/g_heretic/ |
H A D | a_hereticweaps.cpp | 897 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()
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/dports/games/zdoom/zdoom-2.8.1/src/ |
H A D | p_mobj.cpp | 6014 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() [all …]
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H A D | p_local.h | 168 …AActor **pLineTarget = NULL, AActor **MissileActor = NULL, bool nofreeaim = false, bool noautoaim …
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