/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/render/ |
H A D | shadowedge.cpp | 115 Sector const *backSec = side.back().sectorPtr(); in middleMaterialCoversOpening() local 119 if (backSec && backSec->floor().heightSmoothed() > frontSec.floor().heightSmoothed()) in middleMaterialCoversOpening() 121 openBottom = backSec->floor().heightSmoothed(); in middleMaterialCoversOpening() 129 if (backSec && backSec->ceiling().heightSmoothed() < frontSec.ceiling().heightSmoothed()) in middleMaterialCoversOpening() 131 openTop = backSec->ceiling().heightSmoothed(); in middleMaterialCoversOpening() 255 Sector const *backSec = neighborLineSide.back().sectorPtr(); in prepare() local 256 if (backSec != &subsec.sector() && in prepare() 257 … !((plane.isSectorFloor () && backSec->ceiling().heightSmoothed() <= plane.heightSmoothed()) || in prepare() 258 … (plane.isSectorCeiling() && backSec->floor ().heightSmoothed() >= plane.heightSmoothed()))) in prepare() 265 coord_t bz = backSec->plane(planeIndex).heightSmoothed(); in prepare() [all …]
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/world/base/ |
H A D | maputil.cpp | 111 Sector const *backSec = side.back().sectorPtr(); in visOpenRange() local 114 if(backSec && backSec->floor().heightSmoothed() > frontSec->floor().heightSmoothed()) in visOpenRange() 116 bottom = backSec->floor().heightSmoothed(); in visOpenRange() 124 if(backSec && backSec->ceiling().heightSmoothed() < frontSec->ceiling().heightSmoothed()) in visOpenRange() 126 top = backSec->ceiling().heightSmoothed(); in visOpenRange() 149 Sector const &backSec = side.back().sector(); in R_SideBackClosed() local 151 if(backSec.floor().heightSmoothed() >= backSec.ceiling().heightSmoothed()) return true; in R_SideBackClosed() 152 if(backSec.ceiling().heightSmoothed() <= frontSec.floor().heightSmoothed()) return true; in R_SideBackClosed() 153 if(backSec.floor().heightSmoothed() >= frontSec.ceiling().heightSmoothed()) return true; in R_SideBackClosed()
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H A D | linesighttest.cpp | 131 Sector const *backSec = side.back().sectorPtr(); in DENG2_PIMPL_NOREF() local 137 noBack = (!( backSec->floor().height() < frontSec->ceiling().height()) || in DENG2_PIMPL_NOREF() 138 !(frontSec->floor().height() < backSec->ceiling().height())); in DENG2_PIMPL_NOREF() 164 if (backSec->floor().height() != frontSec->floor().height()) in DENG2_PIMPL_NOREF() 167 if (backSec->ceiling().height() != frontSec->ceiling().height()) in DENG2_PIMPL_NOREF() 195 … frontSec->ceiling().height() < backSec->ceiling().height()? frontSec->ceiling().height() : in DENG2_PIMPL_NOREF() 196 … backSec->ceiling().height(); in DENG2_PIMPL_NOREF() 213 … frontSec->floor().height() > backSec->floor().height()? frontSec->floor().height() : in DENG2_PIMPL_NOREF() 214 backSec ->floor().height(); in DENG2_PIMPL_NOREF()
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H A D | map.cpp | 2437 Sector &backSec = ld->back().sector(); in forAllSectorsTouchingMobj() local 2438 if (backSec.validCount() != validCount) in forAllSectorsTouchingMobj() 2440 backSec.setValidCount(validCount); in forAllSectorsTouchingMobj() 2441 linkStore.append(&backSec); in forAllSectorsTouchingMobj()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/common/src/world/ |
H A D | p_mapspec.cpp | 55 Sector *backSec = (Sector *) P_GetPtrp(li, DMU_BACK_SECTOR); in spreadSoundToNeighbors() local 56 if(!backSec) return false; in spreadSoundToNeighbors() 62 Sector *other = (frontSec == parm.baseSec? backSec : frontSec); in spreadSoundToNeighbors()
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H A D | p_floor.cpp | 535 Sector *backSec = (Sector *)P_GetPtrp(li, DMU_BACK_SECTOR); in findLineInSectorSmallestBottomMaterial() local 537 if(frontSec && backSec) in findLineInSectorSmallestBottomMaterial() 1048 Sector *backSec = (Sector *)P_GetPtrp(li, DMU_BACK_SECTOR); in findSectorNeighborsForStairBuild() local 1049 if(!backSec) return false; in findSectorNeighborsForStairBuild() 1060 xsec = P_ToXSector(backSec); in findSectorNeighborsForStairBuild() 1063 P_GetIntp(backSec, DMU_VALID_COUNT) != VALIDCOUNT) in findSectorNeighborsForStairBuild() 1066 P_SetIntp(backSec, DMU_VALID_COUNT, VALIDCOUNT); in findSectorNeighborsForStairBuild() 1106 if(!backSec) return false; in findAdjacentSectorForSpread() 1118 xsector_t *xsec = P_ToXSector(backSec); in findAdjacentSectorForSpread() 1123 params->foundSec = backSec; in findAdjacentSectorForSpread() [all …]
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H A D | p_xgsec.cpp | 1644 Sector *frontSec, *backSec; in spreadBuild() local 1650 backSec = (Sector *) P_GetPtrp(li, DMU_BACK_SECTOR); in spreadBuild() 1651 if(!backSec) in spreadBuild() 1671 if(P_ToXSector(backSec)->blFlags & BL_SPREADED) in spreadBuild() 1760 Sector* frontSec, *backSec; in findBuildNeighbor() local 1767 backSec = (Sector *) P_GetPtrp(li, DMU_BACK_SECTOR); in findBuildNeighbor() 1768 if(!backSec) in findBuildNeighbor() 1788 if(P_ToXSector(backSec)->blFlags & BL_SPREADED) in findBuildNeighbor() 1795 params->foundSec = backSec; in findBuildNeighbor() 2031 if(backSec) in XSTrav_SectorLight() [all …]
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H A D | p_map.cpp | 1761 if(!backSec || !(xline->flags & ML_TWOSIDED)) in PTR_ShootTraverse() 1778 if(!backSec) goto hitline; in PTR_ShootTraverse() 1792 P_GetDoublep(backSec, DMU_FLOOR_HEIGHT))) in PTR_ShootTraverse() 1800 P_GetDoublep(backSec, DMU_CEILING_HEIGHT))) in PTR_ShootTraverse() 1818 if(backSec) in PTR_ShootTraverse() 1830 if((P_GetIntp(P_GetPtrp(backSec, DMU_FLOOR_MATERIAL), in PTR_ShootTraverse() 1833 pos[VZ] < P_GetDoublep(backSec, DMU_FLOOR_HEIGHT))) in PTR_ShootTraverse() 2053 Sector *backSec, *frontSec; in PTR_AimTraverse() local 2057 !(backSec = (Sector *)P_GetPtrp(line, DMU_BACK_SECTOR))) in PTR_AimTraverse() 2072 coord_t bFloor = P_GetDoublep(backSec, DMU_FLOOR_HEIGHT); in PTR_AimTraverse() [all …]
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H A D | p_xgline.cpp | 1003 Sector *backSec = (Sector *)P_GetPtrp(line, DMU_BACK_SECTOR); in XL_TraversePlanes() local 1019 if(backSec) in XL_TraversePlanes() 1021 return func(backSec, refType == LPREF_BACK_CEILING? true:false, in XL_TraversePlanes()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/doom/src/ |
H A D | p_mobj.c | 163 Sector *backSec; in P_MobjMoveXY() local 167 (backSec = P_GetPtrp(tmCeilingLine, DMU_BACK_SECTOR))) in P_MobjMoveXY() 169 world_Material *mat = P_GetPtrp(backSec, DMU_CEILING_MATERIAL); in P_MobjMoveXY() 172 mo->origin[VZ] > P_GetDoublep(backSec, DMU_CEILING_HEIGHT)) in P_MobjMoveXY() 180 (backSec = P_GetPtrp(tmFloorLine, DMU_BACK_SECTOR))) in P_MobjMoveXY() 182 world_Material *mat = P_GetPtrp(backSec, DMU_FLOOR_MATERIAL); in P_MobjMoveXY() 185 mo->origin[VZ] < P_GetDoublep(backSec, DMU_FLOOR_HEIGHT)) in P_MobjMoveXY()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/doom64/src/ |
H A D | p_mobj.c | 159 Sector* backSec; in P_MobjMoveXY() local 163 (backSec = P_GetPtrp(tmCeilingLine, DMU_BACK_SECTOR))) in P_MobjMoveXY() 165 world_Material* mat = P_GetPtrp(backSec, DMU_CEILING_MATERIAL); in P_MobjMoveXY() 168 mo->origin[VZ] > P_GetDoublep(backSec, DMU_CEILING_HEIGHT)) in P_MobjMoveXY() 176 (backSec = P_GetPtrp(tmFloorLine, DMU_BACK_SECTOR))) in P_MobjMoveXY() 178 world_Material* mat = P_GetPtrp(backSec, DMU_FLOOR_MATERIAL); in P_MobjMoveXY() 181 mo->origin[VZ] < P_GetDoublep(backSec, DMU_FLOOR_HEIGHT)) in P_MobjMoveXY()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/world/bsp/ |
H A D | partitioner.cpp | 151 Sector *backSec, LineSide *frontSide, Line *partitionLine = nullptr) in DENG2_PIMPL() 164 back.setSector(backSec); in DENG2_PIMPL() 274 Sector *backSec = line->back().sectorPtr(); in DENG2_PIMPL() local 277 if(!backSec && line->_bspWindowSector) in DENG2_PIMPL() 279 backSec = line->_bspWindowSector; in DENG2_PIMPL() 283 frontSec, backSec, &line->front()); in DENG2_PIMPL()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/heretic/src/ |
H A D | p_mobj.c | 315 Sector* backSec; in P_MobjMoveXY() local 318 if(tmCeilingLine && (backSec = P_GetPtrp(tmCeilingLine, DMU_BACK_SECTOR))) in P_MobjMoveXY() 320 … if((P_GetIntp(P_GetPtrp(backSec, DMU_CEILING_MATERIAL), DMU_FLAGS) & MATF_SKYMASK) && in P_MobjMoveXY() 321 mo->origin[VZ] > P_GetDoublep(backSec, DMU_CEILING_HEIGHT)) in P_MobjMoveXY() 335 if(tmFloorLine && (backSec = P_GetPtrp(tmFloorLine, DMU_BACK_SECTOR))) in P_MobjMoveXY() 337 … if((P_GetIntp(P_GetPtrp(backSec, DMU_FLOOR_MATERIAL), DMU_FLAGS) & MATF_SKYMASK) && in P_MobjMoveXY() 338 mo->origin[VZ] < P_GetDoublep(backSec, DMU_FLOOR_HEIGHT)) in P_MobjMoveXY()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/hexen/src/ |
H A D | p_mobj.c | 372 Sector* backSec; in P_MobjMoveXY() local 475 if(tmCeilingLine && (backSec = P_GetPtrp(tmCeilingLine, DMU_BACK_SECTOR))) in P_MobjMoveXY() 477 … if((P_GetIntp(P_GetPtrp(backSec, DMU_CEILING_MATERIAL), DMU_FLAGS) & MATF_SKYMASK) && in P_MobjMoveXY() 478 mo->origin[VZ] > P_GetDoublep(backSec, DMU_CEILING_HEIGHT)) in P_MobjMoveXY() 498 if(tmFloorLine && (backSec = P_GetPtrp(tmFloorLine, DMU_BACK_SECTOR))) in P_MobjMoveXY() 500 … if((P_GetIntp(P_GetPtrp(backSec, DMU_FLOOR_MATERIAL), DMU_FLAGS) & MATF_SKYMASK) && in P_MobjMoveXY() 501 mo->origin[VZ] < P_GetDoublep(backSec, DMU_FLOOR_HEIGHT)) in P_MobjMoveXY()
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/dports/games/pioneer/pioneer-20210723/src/ |
H A D | SectorView.cpp | 1168 RefCountedPtr<Sector> backSec = GetCached(routeBack); in DrawNearSector() local 1170 …Sector::SIZE * vector3f(routeBack.sectorX, routeBack.sectorY, routeBack.sectorZ) + backSec->m_syst… in DrawNearSector()
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