/dports/games/quake2max/Quake2maX_0.45-src_unix/client/ |
H A D | cl_fx.c | 1845 PART_BEAM|PART_INSTANT|PART_GLARE, in CL_BlasterSplash() 2606 PART_BEAM|shaded, in CL_ParticleWaterEffectSplash() 3715 PART_BEAM|PART_GLARE, in CL_RailBeam() 3729 PART_BEAM|PART_GLARE, in CL_RailBeam() 3781 PART_BEAM|PART_GLARE, in CL_RailSprial() 3891 PART_BEAM, in CL_IonripperTrail()
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/dports/games/quake2lnx/quake2-r0.16.2/src/game/ |
H A D | q_shared.h | 602 #define PART_BEAM 128 macro
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/dports/games/quake2-source/quake2-r0.16.2/src/game/ |
H A D | q_shared.h | 602 #define PART_BEAM 128 macro
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/dports/games/quake2-lights/quake2-lights-1/lights/src/ |
H A D | q_shared.h | 602 #define PART_BEAM 128 macro
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/dports/games/q2p/Q2P-0.2-2006-12-31/client/ |
H A D | cl_fx.c | 680 particle_generic, PART_BEAM|PART_INSTANT|PART_GLARE, in CL_BlasterSplash() 1136 PART_BEAM|shaded, in CL_ParticleWaterEffectSplash() 3432 PART_BEAM|PART_GLARE, in CL_RailLaser() 3448 PART_BEAM|PART_GLARE, in CL_RailLaser() 3501 PART_BEAM, in CL_RailBeam() 3678 PART_BEAM, in CL_IonripperTrail()
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/dports/games/quake2-source/quake2-r0.16.2/src/client/ |
H A D | cl_fxmax.c | 1533 PART_BEAM, in CL_BlasterSplash() 2999 PART_BEAM, in CL_DevRailTrail() 3077 PART_BEAM, in CL_RailTrail() 3148 PART_BEAM, in CL_IonripperTrail()
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/dports/games/quake2lnx/quake2-r0.16.2/src/client/ |
H A D | cl_fxmax.c | 1533 PART_BEAM, in CL_BlasterSplash() 2999 PART_BEAM, in CL_DevRailTrail() 3077 PART_BEAM, in CL_RailTrail() 3148 PART_BEAM, in CL_IonripperTrail()
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/dports/games/quake2max/Quake2maX_0.45-src_unix/game/ |
H A D | q_shared.h | 660 #define PART_BEAM 0x00000080 macro
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/dports/games/qudos/QuDos-0.40.1-src/src/game/ |
H A D | q_shared.h | 627 #define PART_BEAM 128 macro
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/dports/games/q2p/Q2P-0.2-2006-12-31/game/ |
H A D | q_shared.h | 1321 #define PART_BEAM 0x00000080 macro
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/dports/games/qudos/QuDos-0.40.1-src/src/client/ |
H A D | cl_fx.c | 1396 PART_BEAM | shaded, in CL_ParticleWaterEffectSplash() 4577 PART_BEAM, in CL_RailTrail() 4591 PART_BEAM, in CL_RailTrail() 4751 PART_BEAM, in CL_IonripperTrail()
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/dports/games/quake2max/Quake2maX_0.45-src_unix/ref_gl/ |
H A D | gl_rmain.c | 1647 if (p->flags&PART_BEAM) //given start and end positions, will have fun here :) in renderParticle() 4036 beam.flags = PART_BEAM; in R_RenderBeam()
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/dports/games/q2p/Q2P-0.2-2006-12-31/ref_gl/ |
H A D | gl_rmain.c | 1396 if (p->flags&PART_BEAM) { //given start and end positions, will have fun here :) in renderParticle() 3452 beam.flags = PART_BEAM; in R_RenderBeam()
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/dports/games/quake2-source/quake2-r0.16.2/src/ref_candygl/ |
H A D | gl_rmain.c | 752 else if (p->flags&PART_BEAM) //given start and end positions, will have fun here :) in GL_DrawParticles()
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/dports/games/quake2lnx/quake2-r0.16.2/src/ref_candygl/ |
H A D | gl_rmain.c | 752 else if (p->flags&PART_BEAM) //given start and end positions, will have fun here :) in GL_DrawParticles()
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/dports/games/qudos/QuDos-0.40.1-src/src/ref_gl/ |
H A D | gl_rmain.c | 927 } else if (p->flags & PART_BEAM) { /* given start and end in GL_DrawParticles()
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