/dports/games/rottdc/rottdc-1.0-2/rott/ |
H A D | _rt_ted.h | 59 #define ActorIsPushWall(xx,yy) ((actorat[xx][yy])&&(((objtype *)actorat[xx][yy])->which==PWALL) ) 60 #define ActorIsWall(xx,yy) ((actorat[xx][yy])&&(((objtype *)actorat[xx][yy])->which==WALL) ) 61 #define ActorIsSpring(xx,yy) ((actorat[xx][yy])&&(((objtype *)actorat[xx][yy])->obclass==springob…
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H A D | rt_door.c | 852 if (actorat[x][y]) in CheckTile() 1589 check = (objtype*)actorat[tilex][tiley]; in DoorUnBlocked() 1713 actorat[tilex][tiley] = dptr; in CloseDoor() 1978 actorat[tilex][tiley] = 0; in DoorOpening() 2194 actorat[tilex][tiley]=0; in SpawnMaskedWall() 3694 {if (actorat[x][y] == pw) in ClearActorat() 3695 actorat[x][y] = NULL; in ClearActorat() 3713 actorat[x][y] = pw; in SetActorat() 3804 if (actorat[pw->tilex+x][pw->tiley+y]) in WallPushing() 3890 if (actorat[pw->tilex][pw->tilex]) in WallMoving() [all …]
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H A D | rt_ted.c | 2056 actorat[i][j]=0; in SetupWindows() 2173 actorat[i][j]= &walls[tile-3]; in SetupAnimatedWalls() 2174 tempwall = (wall_t*)actorat[i][j]; in SetupAnimatedWalls() 2184 actorat[i][j]= &walls[tile-3]; in SetupAnimatedWalls() 2185 tempwall = (wall_t*)actorat[i][j]; in SetupAnimatedWalls() 2194 actorat[i][j]= &walls[tile-16]; in SetupAnimatedWalls() 2195 tempwall = (wall_t*)actorat[i][j]; in SetupAnimatedWalls() 2204 actorat[i][j]= &walls[tile-224+92]; in SetupAnimatedWalls() 2205 tempwall = (wall_t*)actorat[i][j]; in SetupAnimatedWalls() 2217 tempwall = (wall_t*)actorat[i][j]; in SetupAnimatedWalls() [all …]
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H A D | rt_actor.c | 111 void *actorat[MAPSIZE][MAPSIZE]; variable 1119 actorat[ob->tilex][ob->tiley] = ob; in DoActor() 1358 actorat[gone->tilex][gone->tiley] = NULL; in RemoveObj() 1444 actorat[tilex][tiley] = new; in SpawnNewObj() 1788 actorat[tilex][tiley] = NULL; in SpawnDisk() 4098 actorat[ob->tilex][ob->tiley] = NULL; in KillActor() 4262 actorat[ob->tilex][ob->tiley] = temp; in TurnActorIntoSprite() 5230 tempwall = (wall_t*)actorat[x][y]; in MissileTryMove() 5542 if (actorat[ob->tilex][ob->tiley]) in MoveActor() 6136 {temp = (objtype*)actorat[x][y]; in QuickSpaceCheck() [all …]
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H A D | rt_map.c | 543 a=actorat[mapx][mapy]; in DrawMap() 705 a=actorat[mapx][mapy]; in DrawFullMap()
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H A D | rt_stat.c | 1065 if ( actorat[temp->tilex][temp->tiley] == NULL ) in LoadStatics() 1066 actorat[temp->tilex][temp->tiley] = temp; in LoadStatics() 1664 actorat[tilex][tiley]=&switches[i]; in LoadSwitches() 1706 actorat[tilex][tiley] = lastswitch; in SpawnSwitchThingy()
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H A D | rt_actor.h | 315 extern void *actorat[MAPSIZE][MAPSIZE];
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H A D | rt_playr.c | 425 actorat[tilex][tiley] = ob; in SetupPlayerobj() 1128 temp = (objtype*)actorat[x][y]; in DogBlast() 1638 if (actorat[checkx][checky]) in Cmd_Use() 1640 tempdoor=(doorobj_t*)actorat[checkx][checky]; in Cmd_Use() 1641 tempactor = (objtype*)actorat[checkx][checky]; in Cmd_Use() 1642 tempwall = (wall_t*)actorat[checkx][checky]; in Cmd_Use()
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/dports/games/bstone/bstone-1.1.9/src/ |
H A D | 3d_act1.cpp | 318 actorat[tilex][tiley] = (objtype*)1; in SpawnStatic() 893 return actorat[tile_x][tile_y]; in get_actor_near_door() 912 if (actorat[tilex][tiley]) { in CloseDoor() 1465 if (actorat[checkx][checky - 1]) { in PushWall() 1474 if (actorat[checkx + 1][checky]) { in PushWall() 1483 if (actorat[checkx][checky + 1]) { in PushWall() 1492 if (actorat[checkx - 1][checky]) { in PushWall() 1538 actorat[pwallx][pwally] = nullptr; in MovePWalls() 1561 if (actorat[pwallx][pwally - 1]) { in MovePWalls() 1572 if (actorat[pwallx + 1][pwally]) { in MovePWalls() [all …]
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H A D | 3d_play.cpp | 102 objtype* actorat[MAPSIZE][MAPSIZE]; variable 1619 actor = actorat[ob->tilex][ob->tiley]; in DoActor() 1651 actorat[ob->tilex][ob->tiley] = nullptr; in DoActor() 1670 if (actorat[ob->tilex][ob->tiley]) { in DoActor() 1674 actorat[ob->tilex][ob->tiley] = ob; in DoActor() 1723 if (actorat[ob->tilex][ob->tiley]) { in DoActor() 1727 actorat[ob->tilex][ob->tiley] = ob; in DoActor()
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H A D | 3d_state.cpp | 137 if (!actorat[tilex][tiley]) { in SpawnNewObj() 138 actorat[tilex][tiley] = new_actor; in SpawnNewObj() 175 auto actor = ::actorat[x][y]; in CHECKDIAG() 200 auto actor = ::actorat[x][y]; in CHECKSIDE() 1015 actorat[ob->tilex][ob->tiley] = nullptr; in KillActor() 1021 actorat[ob->tilex][ob->tiley] = nullptr; in KillActor() 1034 actorat[ob->tilex][ob->tiley] = nullptr; in KillActor() 1161 if ((actorat[ob->tilex][ob->tiley]) == ob) { in KillActor() 1165 actorat[ob->tilex][ob->tiley] = nullptr; in KillActor() 1172 actorat[tilex][tiley] = ob; in KillActor()
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H A D | 3d_game.cpp | 2187 memset(actorat, 0, sizeof(actorat)); in SetupGameLevel() 2222 actorat[x][y] = reinterpret_cast<objtype*>(tile); in SetupGameLevel() 2502 if (actorat[x][y] == (objtype*)AMBUSHTILE) { in SetupGameLevel() 2503 actorat[x][y] = nullptr; in SetupGameLevel()
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H A D | 3d_act2.cpp | 1224 actorat[ob->tilex][ob->tiley] = nullptr; in SphereStartDir() 1240 actorat[ob->tilex][ob->tiley] = ob; in SphereStartDir() 2246 auto actor = reinterpret_cast<size_t*>(&::actorat[0][0]); in ActivateWallSwitch() 2447 ::actorat[barrier->coord.tilex][barrier->coord.tiley]; in ConnectBarriers() 3755 actorat[new_actor->tilex][new_actor->tiley] = nullptr; // don't use original spot in SpawnPatrol() 3759 actorat[new_actor->tilex][new_actor->tiley] = new_actor; in SpawnPatrol() 5151 check = actorat[x][y]; in CheckPosition() 5472 if ((proj_check = actorat[x][y]) != nullptr) { in ProjectileTryMove() 5806 proj_check = actorat[tx & 63][ty & 63]; in ExplodeFill() 6052 actorat[obj->tilex][obj->tiley] = obj; in T_BlowBack()
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H A D | 3d_agent.cpp | 2371 check = actorat[x][y]; in TryMove() 2398 check = actorat[xx][yy]; in TryMove() 2841 … OperateConcession(static_cast<uint16_t>(reinterpret_cast<size_t>(actorat[checkx][checky]))); in Cmd_Use() 2871 (::actorat[dst_x][dst_y] >= ::objlist)) in Cmd_Use() 2873 ob = ::actorat[dst_x][dst_y]; in Cmd_Use() 4654 obj = actorat[tilex][tiley]; in OperateSmartSwitch()
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H A D | 3d_main.cpp | 7712 actorat[i][j] = &objlist[-value]; in LoadLevel() 7714 actorat[i][j] = reinterpret_cast<objtype*>(static_cast<size_t>(value)); in LoadLevel() 7740 actorat[new_actor->tilex][new_actor->tiley] = new_actor; in LoadLevel() 7930 if (actorat[i][j] >= objlist) { in SaveLevel() 7932 actorat[i][j] - objlist); in SaveLevel() 7935 reinterpret_cast<size_t>(actorat[i][j])); in SaveLevel() 8498 actor = actorat[y][x]; in CleanUpDoors_N_Actors() 8558 ::actorat[tx][ty] = reinterpret_cast<objtype*>(static_cast<size_t>(door_index | 0x80)); in ClearNClose()
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H A D | 3d_draw.cpp | 1753 const auto ob = actorat[mx][my]; in ShowOverhead()
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H A D | 3d_def.h | 3185 extern objtype* actorat[MAPSIZE][MAPSIZE];
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/dports/french/hunspell/fr-hunspell-6.4.1/ |
H A D | fr-classique.dic | 9498 actorat/S*() po:nom is:mas
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H A D | fr-moderne.dic | 9481 actorat/S*() po:nom is:mas
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H A D | fr-reforme1990.dic | 9478 actorat/S*() po:nom is:mas
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H A D | fr-toutesvariantes.dic | 9516 actorat/S*() po:nom is:mas
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