Searched refs:PF_SHIELDABILITY (Results 1 – 6 of 6) sorted by relevance
142 PF_SHIELDABILITY = 1<<20, enumerator
2473 if (player->pflags & PF_SHIELDABILITY) in P_PlayerHitFloor()2475 player->pflags &= ~PF_SHIELDABILITY; in P_PlayerHitFloor()4824 player->pflags |= PF_THOKKED|PF_SHIELDABILITY; in P_DoJumpShield()5061 player->pflags |= PF_THOKKED|PF_SHIELDABILITY; in P_PlayerShieldThink()5076 player->pflags |= PF_THOKKED|PF_SHIELDABILITY; in P_PlayerShieldThink()5081 player->pflags |= PF_THOKKED|PF_SHIELDABILITY; in P_PlayerShieldThink()5100 player->pflags |= PF_THOKKED|PF_SHIELDABILITY; in P_PlayerShieldThink()5120 player->pflags |= PF_THOKKED|PF_SHIELDABILITY; in P_PlayerShieldThink()5131 return player->pflags & PF_SHIELDABILITY; in P_PlayerShieldThink()5510 && player->pflags & PF_SHIELDABILITY) in P_DoJumpStuff()[all …]
3221 …MENTAL || (p->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (p->pflags & PF_SHIELDABILITY)); in P_MobjCheckWater()3315 p->pflags &= ~PF_SHIELDABILITY; in P_MobjCheckWater()7602 && */ (mobj->target->player->homing) && (mobj->target->player->pflags & PF_SHIELDABILITY)) in P_MobjSceneryThink()7615 && mobj->target->player->pflags & PF_SHIELDABILITY in P_MobjSceneryThink()7632 && */ (mobj->target->player->pflags & PF_SHIELDABILITY)) in P_MobjSceneryThink()7642 mobj->target->player->pflags &= ~PF_SHIELDABILITY; // prevent eternal whoosh in P_MobjSceneryThink()7654 && mobj->target->player->pflags & PF_SHIELDABILITY in P_MobjSceneryThink()7673 if (mobj->target->player->pflags & PF_SHIELDABILITY in P_MobjSceneryThink()7699 && (mobj->target->player->pflags & PF_SHIELDABILITY)) in P_MobjSceneryThink()7705 mobj->target->player->pflags &= ~PF_SHIELDABILITY; // prevent eternal spark in P_MobjSceneryThink()
1578 …>powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) && (tmthing->player->pflags & PF_SHIELDABILITY))) in PIT_CheckThing()1581 …r->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) && (thing->player->pflags & PF_SHIELDABILITY))) in PIT_CheckThing()1672 …| (player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (player->pflags & PF_SHIELDABILITY) in PIT_CheckThing()
372 …| (player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (player->pflags & PF_SHIELDABILITY) in P_TouchSpecialThing()1985 …>powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL && (inflictor->player->pflags & PF_SHIELDABILITY)) in P_HitDeathMessages()
548 V_DrawDebugFlag(((stplyr->pflags & PF_SHIELDABILITY) ? V_GREENMAP : V_REDMAP), "SH"); in ST_drawDebugInfo()