Searched refs:busyTimeA (Results 1 – 5 of 5) sorted by relevance
/dports/games/NBlood/NBlood-a1689a4/source/blood/src/ |
H A D | db.h | 138 unsigned int busyTimeA : 12; // OFF->ON busyTime member
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H A D | db.cpp | 950 pXSector->busyTimeA = bitReader.readUnsigned(12); in dbLoadMap() 1284 pXSector->busyTimeB = pXSector->busyTimeA; in dbLoadMap() 1285 if (pXSector->busyTimeA > 0) in dbLoadMap() 1293 pXSector->waitTimeB = pXSector->busyTimeA; in dbLoadMap() 1469 bitWriter.write(pXSector->busyTimeA, 12); in dbSaveMap()
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H A D | triggers.cpp | 1154 vbp = 65536/ClipLow((120*pXSector->busyTimeA)/10, 1); in VDoorBusy() 1393 AddBusy(nSector, busyWave, 65536/ClipLow((pXSector->busyTimeA*120)/10, 1)); in OperateDoor() 1405 if (t) nDelta = 65536/ClipLow((pXSector->busyTimeA*120)/10, 1); in OperateDoor() 1582 … AddBusy(nSector, BUSYID_5, 65536/ClipLow((120*pXSector->busyTimeA)/10, 1)); in OperateSector() 1600 if (!pXSector->busyTimeA && !pXSector->busyTimeB) { in OperateSector()
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H A D | nnexts.cpp | 4106 int busyTimeA = pXSector->busyTimeA; int waitTimeA = pXSector->waitTimeA; in sectorContinueMotion() local 4110 busyTimeA = busyTimeB = xsprite[sprite[pXSector->marker0].extra].busyTime; in sectorContinueMotion() 4143 nDelta = 65536 / ClipLow((busyTimeA * 120) / 10, 1); in sectorContinueMotion() 4146 nDelta = 65536 / ClipLow((((pXSector->state) ? busyTimeB : busyTimeA) * 120) / 10, 1); in sectorContinueMotion()
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H A D | mapedit.cpp | 2535 ControlSet(controlXSector, 12, pXSector->busyTimeA); // OFF->ON busyTime in XSectorControlSet() 2601 pXSector->busyTimeA = ControlRead(controlXSector, 12); // OFF->ON busyTime in XSectorControlRead()
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