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Searched refs:P_FloorzAtPos (Results 1 – 6 of 6) sorted by relevance

/dports/games/SRB2/SRB2-SRB2_release_2.2.9/src/
H A Dp_floor.c663 …floorheight = P_FloorzAtPos(actionsector->soundorg.x, actionsector->soundorg.y, bouncer->sector->f… in T_BounceCheese()
1224 P_FloorzAtPos(thwompx, thwompy, thwomp->sector->floorheight, in T_ThwompSector()
1236 P_FloorzAtPos(thwompx, thwompy, thwomp->sector->floorheight, in T_ThwompSector()
H A Dp_local.h430 fixed_t P_FloorzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height);
H A Dp_enemy.c2299 fixed_t fdist = actor->z - P_FloorzAtPos(actor->x, actor->y, actor->z, actor->height); in P_VultureHoverParticle()
2312 fixed_t pz = P_FloorzAtPos(px, py, actor->z, actor->height); in P_VultureHoverParticle()
2465 …dz = max(P_FloorzAtPos(actor->target->x, actor->target->y, actor->target->z, 0) - actor->z + min(d… in A_VultureFly()
2472 …dz = max(P_FloorzAtPos(actor->target->x, actor->target->y, actor->target->z, 0) - actor->z + min(d… in A_VultureFly()
2474 …dz = max(P_FloorzAtPos(actor->target->x, actor->target->y, actor->target->z, 0) - actor->z + 232*F… in A_VultureFly()
3117 floorz = P_FloorzAtPos(x, y, z, mobjinfo[MT_EGGMOBILE_FIRE].height); in A_Boss1Laser()
11418 …y = P_FloorzAtPos(newTargetX, newTargetY, actor->target->z, actor->target->height) - (actor->z + F… in A_BrakLobShot()
H A Dlua_baselib.c1828 lua_pushfixed(L, P_FloorzAtPos(x, y, z, height)); in lib_pFloorzAtPos()
H A Dp_map.c4979 fixed_t P_FloorzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height) in P_FloorzAtPos() function
H A Dp_mobj.c7833 if (mobj->z <= P_FloorzAtPos(mobj->x, mobj->y, mobj->z, mobj->height) in P_MobjSceneryThink()