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Searched refs:backSec (Results 1 – 15 of 15) sorted by relevance

/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/render/
H A Dshadowedge.cpp115 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()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/world/base/
H A Dmaputil.cpp111 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()
H A Dlinesighttest.cpp131 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()
196backSec->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()
H A Dmap.cpp2437 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()
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/common/src/world/
H A Dp_mapspec.cpp55 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()
H A Dp_floor.cpp535 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()
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H A Dp_xgsec.cpp1644 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()
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H A Dp_map.cpp1761 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()
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H A Dp_xgline.cpp1003 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()
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/doom/src/
H A Dp_mobj.c163 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()
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/doom64/src/
H A Dp_mobj.c159 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()
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/world/bsp/
H A Dpartitioner.cpp151 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()
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/heretic/src/
H A Dp_mobj.c315 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()
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/hexen/src/
H A Dp_mobj.c372 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()
/dports/games/pioneer/pioneer-20210723/src/
H A DSectorView.cpp1168 RefCountedPtr<Sector> backSec = GetCached(routeBack); in DrawNearSector() local
1170 …Sector::SIZE * vector3f(routeBack.sectorX, routeBack.sectorY, routeBack.sectorZ) + backSec->m_syst… in DrawNearSector()