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Searched refs:actorat (Results 1 – 21 of 21) sorted by relevance

/dports/games/rottdc/rottdc-1.0-2/rott/
H A D_rt_ted.h59 #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…
H A Drt_door.c852 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()
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H A Drt_ted.c2056 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()
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H A Drt_actor.c111 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()
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H A Drt_map.c543 a=actorat[mapx][mapy]; in DrawMap()
705 a=actorat[mapx][mapy]; in DrawFullMap()
H A Drt_stat.c1065 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()
H A Drt_actor.h315 extern void *actorat[MAPSIZE][MAPSIZE];
H A Drt_playr.c425 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()
/dports/games/bstone/bstone-1.1.9/src/
H A D3d_act1.cpp318 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 …]
H A D3d_play.cpp102 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()
H A D3d_state.cpp137 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()
H A D3d_game.cpp2187 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()
H A D3d_act2.cpp1224 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()
H A D3d_agent.cpp2371 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()
H A D3d_main.cpp7712 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()
H A D3d_draw.cpp1753 const auto ob = actorat[mx][my]; in ShowOverhead()
H A D3d_def.h3185 extern objtype* actorat[MAPSIZE][MAPSIZE];
/dports/french/hunspell/fr-hunspell-6.4.1/
H A Dfr-classique.dic9498 actorat/S*() po:nom is:mas
H A Dfr-moderne.dic9481 actorat/S*() po:nom is:mas
H A Dfr-reforme1990.dic9478 actorat/S*() po:nom is:mas
H A Dfr-toutesvariantes.dic9516 actorat/S*() po:nom is:mas