/dports/games/jfsw/jfsw-c434002/src/ |
H A D | rooms.c | 444 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 …]
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H A D | sprite.c | 4731 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 = §or[NORM_SECTOR(ceilhit)]; in DoActorZrange() 4941 int ceilhit, florhit, hiz, loz; in ActorDrop() local 4951 if (florhit < 0 || ceilhit < 0) in ActorDrop() [all …]
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H A D | actor.c | 591 int ceilz,ceilhit,florz,florhit; in KeepActorOnFloor() local 593 &ceilz, &ceilhit, &florz, &florhit); in KeepActorOnFloor()
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H A D | game.h | 2142 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,
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H A D | draw.c | 240 int ceilhit, florhit; in DoShadowFindGroundPoint() local 254 FAFgetzrangepoint(sp->x, sp->y, sp->z, sp->sectnum, &hiz, &ceilhit, &loz, &florhit); in DoShadowFindGroundPoint()
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H A D | player.c | 2258 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 = §or[ceilhit & 4095]; in DoPlayerZrange() 2575 int i, ceilhit, florhit; in DoPlayerMove() local
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/dports/games/NBlood/NBlood-a1689a4/source/sw/src/ |
H A D | rooms.cpp | 431 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 …]
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H A D | actor.cpp | 588 int ceilz,ceilhit,florz,florhit; in KeepActorOnFloor() local 590 &ceilz, &ceilhit, &florz, &florhit); in KeepActorOnFloor()
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H A D | sprite.cpp | 4709 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 = §or[NORM_SECTOR(ceilhit)]; in DoActorZrange() 4917 int ceilhit, florhit, hiz, loz; in ActorDrop() local 4927 if (florhit < 0 || ceilhit < 0) in ActorDrop() [all …]
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H A D | game.h | 2135 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,
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H A D | draw.cpp | 235 int ceilhit, florhit; in DoShadowFindGroundPoint() local 248 FAFgetzrangepoint(sp->x, sp->y, sp->z, sp->sectnum, &hiz, &ceilhit, &loz, &florhit); in DoShadowFindGroundPoint()
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/lunatic/test/ |
H A D | animatesprites.con | 11 gamevar ceilhit 0 0 72 /*out:*/ ceilz ceilhit florz florhit 76 qsprintf Q Q /**/ ceilhit ceilz florhit florz
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/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | gameexec.h | 117 void VM_GetZRange(int const spriteNum, int32_t * const ceilhit, int32_t * const florhit, int const …
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H A D | gameexec.cpp | 369 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);
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H A D | m32exec.cpp | 1889 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()
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/lunatic/ |
H A D | defs_common.lua | 563 local ceilz, ceilhit, florz, florhit = zret[0], zret[1], zret[2], zret[3] 565 return zret_t({ ceilhit>=49152, bit.band(ceilhit,16383), ceilz },
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/dports/games/NBlood/NBlood-a1689a4/source/blood/src/ |
H A D | db.h | 275 int hit, ceilhit, florhit; member
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H A D | actor.cpp | 2874 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() [all …]
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H A D | nnexts.cpp | 1403 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()
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H A D | m32exec.cpp | 1889 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()
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/dports/games/NBlood/NBlood-a1689a4/source/build/src/ |
H A D | clip.cpp | 1815 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 …]
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/dports/games/NBlood/NBlood-a1689a4/source/build/include/ |
H A D | build.h | 1270 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()
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/ |
H A D | gameexec.cpp | 370 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()
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H A D | m32exec.cpp | 1885 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()
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/dports/games/jfsw/jfsw-c434002/jfbuild/include/ |
H A D | build.h | 429 void getzrange(int x, int y, int z, short sectnum, int *ceilz, int *ceilhit, int *florz, int *flo…
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