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Searched refs:ceilhit (Results 1 – 25 of 33) sorted by relevance

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/dports/games/jfsw/jfsw-c434002/src/
H A Drooms.c444 if ((int)ceilhit != -1) in SectorZadjust()
446 switch (TEST(ceilhit, HIT_MASK)) in SectorZadjust()
450 short hitsector = NORM_SECTOR(ceilhit); in SectorZadjust()
515 LONGp hiz, LONGp ceilhit, in FAFgetzrange() argument
531 SectorZadjust(*ceilhit, hiz, *florhit, loz); in FAFgetzrange()
548 switch (TEST(*ceilhit, HIT_MASK)) in FAFgetzrange()
558 SectorZadjust(*ceilhit, hiz, -1, NULL); in FAFgetzrange()
588 LONGp hiz, LONGp ceilhit, in FAFgetzrangepoint() argument
603 SectorZadjust(*ceilhit, hiz, *florhit, loz); in FAFgetzrangepoint()
619 switch (TEST(*ceilhit, HIT_MASK)) in FAFgetzrangepoint()
[all …]
H A Dsprite.c4731 LONGp ceilz, LONGp ceilhit, LONGp florz, LONGp florhit) in getzrangepoint() argument
4742 *ceilhit = -1; in getzrangepoint()
4750 *ceilhit = sectnum + 16384; in getzrangepoint()
4839 *ceilhit = j + 49152; in getzrangepoint()
4859 int ceilhit, florhit; in DoActorZrange() local
4870 switch (TEST(ceilhit, HIT_MASK)) in DoActorZrange()
4873 u->hi_sp = &sprite[NORM_SPRITE(ceilhit)]; in DoActorZrange()
4876 u->hi_sectp = &sector[NORM_SECTOR(ceilhit)]; in DoActorZrange()
4941 int ceilhit, florhit, hiz, loz; in ActorDrop() local
4951 if (florhit < 0 || ceilhit < 0) in ActorDrop()
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H A Dactor.c591 int ceilz,ceilhit,florz,florhit; in KeepActorOnFloor() local
593 &ceilz, &ceilhit, &florz, &florhit); in KeepActorOnFloor()
H A Dgame.h2142 VOID getzrangepoint(int x, int y, int z, short sectnum, LONGp ceilz, LONGp ceilhit, LONGp florz, LO…
2178 LONGp hiz, LONGp ceilhit,
2183 LONGp hiz, LONGp ceilhit,
H A Ddraw.c240 int ceilhit, florhit; in DoShadowFindGroundPoint() local
254 FAFgetzrangepoint(sp->x, sp->y, sp->z, sp->sectnum, &hiz, &ceilhit, &loz, &florhit); in DoShadowFindGroundPoint()
H A Dplayer.c2258 int ceilhit, florhit; in DoPlayerZrange() local
2266 …FAFgetzrange(pp->posx, pp->posy, pp->posz + Z(8), pp->cursectnum, &pp->hiz, &ceilhit, &pp->loz, &f… in DoPlayerZrange()
2275 if (TEST(ceilhit, 0xc000) == 49152) in DoPlayerZrange()
2277 pp->hi_sp = &sprite[ceilhit & 4095]; in DoPlayerZrange()
2281 pp->hi_sectp = &sector[ceilhit & 4095]; in DoPlayerZrange()
2575 int i, ceilhit, florhit; in DoPlayerMove() local
/dports/games/NBlood/NBlood-a1689a4/source/sw/src/
H A Drooms.cpp431 if ((int)ceilhit != -1) in SectorZadjust()
433 switch (TEST(ceilhit, HIT_MASK)) in SectorZadjust()
437 short hit_sector = NORM_SECTOR(ceilhit); in SectorZadjust()
502 int32_t* hiz, int32_t* ceilhit, in FAFgetzrange() argument
518 SectorZadjust(*ceilhit, hiz, *florhit, loz); in FAFgetzrange()
535 switch (TEST(*ceilhit, HIT_MASK)) in FAFgetzrange()
545 SectorZadjust(*ceilhit, hiz, -1, NULL); in FAFgetzrange()
573 int32_t* hiz, int32_t* ceilhit, in FAFgetzrangepoint() argument
588 SectorZadjust(*ceilhit, hiz, *florhit, loz); in FAFgetzrangepoint()
604 switch (TEST(*ceilhit, HIT_MASK)) in FAFgetzrangepoint()
[all …]
H A Dactor.cpp588 int ceilz,ceilhit,florz,florhit; in KeepActorOnFloor() local
590 &ceilz, &ceilhit, &florz, &florhit); in KeepActorOnFloor()
H A Dsprite.cpp4709 int32_t* ceilz, int32_t* ceilhit, int32_t* florz, int32_t* florhit) in getzrangepoint() argument
4720 *ceilhit = -1; in getzrangepoint()
4728 *ceilhit = sectnum + 16384; in getzrangepoint()
4817 *ceilhit = j + 49152; in getzrangepoint()
4837 int ceilhit, florhit; in DoActorZrange() local
4848 switch (TEST(ceilhit, HIT_MASK)) in DoActorZrange()
4851 u->hi_sp = &sprite[NORM_SPRITE(ceilhit)]; in DoActorZrange()
4854 u->hi_sectp = &sector[NORM_SECTOR(ceilhit)]; in DoActorZrange()
4917 int ceilhit, florhit, hiz, loz; in ActorDrop() local
4927 if (florhit < 0 || ceilhit < 0) in ActorDrop()
[all …]
H A Dgame.h2135 void getzrangepoint(int x, int y, int z, short sectnum, int32_t* ceilz, int32_t* ceilhit, int32_t* …
2170 int32_t* hiz, int32_t* ceilhit,
2175 int32_t* hiz, int32_t* ceilhit,
H A Ddraw.cpp235 int ceilhit, florhit; in DoShadowFindGroundPoint() local
248 FAFgetzrangepoint(sp->x, sp->y, sp->z, sp->sectnum, &hiz, &ceilhit, &loz, &florhit); in DoShadowFindGroundPoint()
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/lunatic/test/
H A Danimatesprites.con11 gamevar ceilhit 0 0
72 /*out:*/ ceilz ceilhit florz florhit
76 qsprintf Q Q /**/ ceilhit ceilz florhit florz
/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/
H A Dgameexec.h117 void VM_GetZRange(int const spriteNum, int32_t * const ceilhit, int32_t * const florhit, int const …
H A Dgameexec.cpp369 void VM_GetZRange(int const spriteNum, int32_t* const ceilhit, int32_t* const florhit, int const wa… in VM_GetZRange() argument
382 …getzrange(&pSprite->pos, pSprite->sectnum, &actor[spriteNum].ceilingz, ceilhit, &actor[spriteNum].… in VM_GetZRange()
396 int32_t ceilhit = 0, florhit = actor[spriteNum].florhit; in A_GetZLimits() local
400 …VM_GetZRange(spriteNum, &ceilhit, &florhit, pSprite->statnum == STAT_PROJECTILE ? clipDist << 3 : … in A_GetZLimits()
427 if ((ceilhit&49152) == 49152 && (sprite[ceilhit&(MAXSPRITES-1)].cstat&48) == 0 in A_GetZLimits()
451 int32_t ceilhit, florhit; in A_Fall() local
452 VM_GetZRange(spriteNum, &ceilhit, &florhit, A_GetClipdist(spriteNum, -1)); in A_Fall()
4509 int32_t ceilz, ceilhit, florz, florhit; local
4511 … getzrange(&v.vect, v.sectNum, &ceilz, &ceilhit, &florz, &florhit, v2.walldist, v2.clipmask);
4513 Gv_SetVar(ceilhitvar, ceilhit);
H A Dm32exec.cpp1889 int32_t ceilz, ceilhit, florz, florhit; in VM_Execute() local
1892 … getzrange(&vect, sectnum, &ceilz, &ceilhit, &florz, &florhit, walldist, clipmask); in VM_Execute()
1894 Gv_SetVar(ceilhitvar, ceilhit); in VM_Execute()
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/lunatic/
H A Ddefs_common.lua563 local ceilz, ceilhit, florz, florhit = zret[0], zret[1], zret[2], zret[3]
565 return zret_t({ ceilhit>=49152, bit.band(ceilhit,16383), ceilz },
/dports/games/NBlood/NBlood-a1689a4/source/blood/src/
H A Ddb.h275 int hit, ceilhit, florhit; member
H A Dactor.cpp2874 gSpriteHit[pSprite2->extra].ceilhit = 0; in actDropKey()
4050 int nHitSprite = pSpriteHit->ceilhit & 0x3fff; in ProcessTouchObjects()
4051 switch (pSpriteHit->ceilhit&0xc000) in ProcessTouchObjects()
4321 nHSprite = gSpriteHit[nXSprite].ceilhit & 0x3fff; in ProcessTouchObjects()
4502 gSpriteHit[nXSprite].ceilhit = ceilHit; in MoveThing()
4524 gSpriteHit[nXSprite].ceilhit = 0; in MoveThing()
5053 gSpriteHit[nXSprite].ceilhit = ceilHit; in MoveDude()
5060 gSpriteHit[nXSprite].ceilhit = 0; in MoveDude()
5233 gSpriteHit[nXSprite].ceilhit = ceilHit; in MoveMissile()
6101 gSpriteHit[nXSprite].ceilhit = 0; in actSpawnSprite()
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H A Dnnexts.cpp1403 gSpriteHit[nXSprite].ceilhit = moveHit = ceilHit; in debrisMove()
1410 gSpriteHit[nXSprite].ceilhit = 0; in debrisMove()
2573 …e if (ceil && (gSpriteHit[sprite[i].extra].ceilhit & 0xc000) == 0x4000 && (gSpriteHit[sprite[i].ex… in useSpriteDamager()
3534 if ((gSpriteHit[pSpr->extra].ceilhit & 0xc000) != 0x4000) return false; in condCheckSprite()
3535 … else if (PUSH) condPush(pXCond, OBJ_SECTOR, gSpriteHit[pSpr->extra].ceilhit & 0x3fff); in condCheckSprite()
3557 …if ((gSpriteHit[pSpr->extra].ceilhit & 0xc000) == 0xc000) var = gSpriteHit[pSpr->extra].ceilhit & … in condCheckSprite()
3566 …if ((gSpriteHit[i].ceilhit & 0xc000) == 0xc000 && (gSpriteHit[i].ceilhit & 0x3fff) == objIndex) va… in condCheckSprite()
6269 …else if ((gSpriteHit[nXSprite1].ceilhit & 0xc000) == 0xc000) nHSprite = gSpriteHit[nXSprite1].ceil… in isTouchingSprite()
H A Dm32exec.cpp1889 int32_t ceilz, ceilhit, florz, florhit; in VM_Execute() local
1892 … getzrange(&vect, sectnum, &ceilz, &ceilhit, &florz, &florhit, walldist, clipmask); in VM_Execute()
1894 Gv_SetVar(ceilhitvar, ceilhit); in VM_Execute()
/dports/games/NBlood/NBlood-a1689a4/source/build/src/
H A Dclip.cpp1815 int32_t *ceilz, int32_t *ceilhit, int32_t *florz, int32_t *florhit, in getzrange() argument
1822 *ceilz = INT32_MIN; *ceilhit = -1; in getzrange()
1856 *ceilhit = sectnum+16384; *florhit = sectnum+16384; in getzrange()
1926 if (pos->z > daz && daz > *ceilz) { *ceilz = daz; *ceilhit = hitwhat; } in getzrange()
1931 if (pos->z > fz && fz > *ceilz) { *ceilz = fz; *ceilhit = hitwhat; } in getzrange()
2028 if (pos->z > daz && daz > *ceilz) { *ceilz = daz; *ceilhit = hitwhat; } in getzrange()
2033 if (pos->z > fz && fz > *ceilz) { *ceilz = fz; *ceilhit = hitwhat; } in getzrange()
2047 *ceilz = daz, *ceilhit = k+16384; in getzrange()
2150 *ceilhit = j+49152; in getzrange()
2189 if (cb>=0 && mcf==0 && *ceilhit==sectnum+16384) in getzrange()
[all …]
/dports/games/NBlood/NBlood-a1689a4/source/build/include/
H A Dbuild.h1270 void getzrange(const vec3_t *pos, int16_t sectnum, int32_t *ceilz, int32_t *ceilhit, int32_t *flo…
1716 …int32_t x, int32_t y, int32_t z, int16_t sectnum, int32_t *ceilz, int32_t *ceilhit, int32_t *florz,
1719 …int32_t x, int32_t y, int32_t z, int16_t sectnum, int32_t *ceilz, int32_t *ceilhit, int32_t *florz, in getzrange_old() argument
1723 getzrange(&vector, sectnum, ceilz, ceilhit, florz, florhit, walldist, cliptype); in getzrange_old()
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/
H A Dgameexec.cpp370 static void VM_GetZRange(int const spriteNum, int32_t * const ceilhit, int32_t * const florhit, int… in VM_GetZRange() argument
376 …getzrange(&tempVect, pSprite->sectnum, &actor[spriteNum].ceilingz, ceilhit, &actor[spriteNum].floo… in VM_GetZRange()
382 int32_t ceilhit, florhit; in A_GetZLimits() local
387 … VM_GetZRange(spriteNum, &ceilhit, &florhit, (pSprite->statnum == STAT_PROJECTILE) ? 4 : 127); in A_GetZLimits()
439 int32_t ceilhit, florhit; in A_Fall() local
440 VM_GetZRange(spriteNum, &ceilhit, &florhit, 127); in A_Fall()
505 int32_t ceilhit, florhit; in A_FallBomb() local
506 VM_GetZRange(spriteNum, &ceilhit, &florhit, 127); in A_FallBomb()
H A Dm32exec.cpp1885 int32_t ceilz, ceilhit, florz, florhit; in VM_Execute() local
1888 … getzrange(&vect, sectnum, &ceilz, &ceilhit, &florz, &florhit, walldist, clipmask); in VM_Execute()
1890 Gv_SetVarX(ceilhitvar, ceilhit); in VM_Execute()
/dports/games/jfsw/jfsw-c434002/jfbuild/include/
H A Dbuild.h429 void getzrange(int x, int y, int z, short sectnum, int *ceilz, int *ceilhit, int *florz, int *flo…

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