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Searched refs:floorsector (Results 1 – 12 of 12) sorted by relevance

/dports/games/odamex/odamex-src-0.7.0/common/
H A Dp_mobj.cpp112 floorz(0), ceilingz(0), dropoffz(0), floorsector(NULL), radius(0), height(0), in AActor()
131 floorsector(other.floorsector), radius(other.radius), height(other.height), momx(other.momx), in AActor()
169 floorsector = other.floorsector; in operator =()
281 floorsector = subsector->sector; in AActor()
468 mo->floorz == mo->z && mo->floorsector && in P_MoveActor()
469 mo->floorsector->floorplane.c < STEEPSLOPE && in P_MoveActor()
470 P_FloorHeight(mo->x, mo->y, mo->floorsector) <= mo->floorz) in P_MoveActor()
475 if (mo->floorsector->floorplane.c > STEEPSLOPE*2/3) in P_MoveActor()
492 mo->momx += mo->floorsector->floorplane.a; in P_MoveActor()
493 mo->momy += mo->floorsector->floorplane.b; in P_MoveActor()
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H A Dp_map.cpp228 thing->floorsector = tmfloorsector; in P_TeleportMove()
1018 testz = P_FloorHeight(x, y, thing->floorsector); in P_TryMove()
1037 if (onfloor && tmfloorsector == thing->floorsector) in P_TryMove()
1122 thing->floorsector = tmfloorsector; in P_TryMove()
1324 thing->floorsector = tmfloorsector; in P_ThingHeightClip()
1361 if (!actor || actor->flags & MF_NOGRAVITY || !actor->floorsector) in P_CheckSlopeWalk()
1364 const plane_t *plane = &actor->floorsector->floorplane; in P_CheckSlopeWalk()
1366 if (actor->floorsector != actor->subsector->sector) in P_CheckSlopeWalk()
1373 fixed_t floorheight = P_FloorHeight(actor->x, actor->y, actor->floorsector); in P_CheckSlopeWalk()
H A Dactor.h368 struct sector_s *floorsector; variable
H A Dp_snapshot.cpp189 mo->floorsector = tmfloorsector; in toActor()
/dports/games/zdoom/zdoom-2.8.1/src/
H A Dp_map.cpp240 tmf.floorsector = sec; in P_GetFloorCeilingZ()
319 actor->floorsector = tmf.floorsector; in P_FindFloorCeiling()
346 actor->floorsector = tmf.floorsector; in P_FindFloorCeiling()
471 thing->floorsector = tmf.floorsector; in P_TeleportMove()
913 tm.floorsector = open.bottomsec; in PIT_CheckLine()
1464 tm.floorsector = newsec; in P_CheckPosition()
1927 if (onfloor && tm.floorsector == thing->floorsector) in P_TryMove()
2118 thing->floorsector = tm.floorsector; in P_TryMove()
2777 if (actor->floorsector != actor->Sector) in P_CheckSlopeWalk()
2796 if (actor->floorsector != actor->Sector) in P_CheckSlopeWalk()
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H A Dp_mobj.cpp183 << floorsector in Serialize()
2252 if (mo->floorsector->Flags & SECF_NOFALLINGDAMAGE) in P_MonsterFallingDamage()
2428 mo->FloorBounceMissile (mo->floorsector->floorplane); in P_ZMovement()
2457 mo->FloorBounceMissile(mo->floorsector->floorplane); in P_ZMovement()
3571 floorplane = P_FindFloorPlane(floorsector, X(), Y(), floorz); in Tick()
4041 actor->floorsector = actor->Sector; in StaticSpawn()
4042 actor->floorpic = actor->floorsector->GetTexture(sector_t::floor); in StaticSpawn()
4043 actor->floorterrain = actor->floorsector->GetTerrain(sector_t::floor); in StaticSpawn()
4056 actor->floorsector = actor->Sector; in StaticSpawn()
5537 …if (self->Z() <= self->floorz + (distance<<FRACBITS) && self->floorsector == self->Sector && self-… in P_CheckSplash()
H A Dg_level.cpp1241 pawn->floorsector = pawndup->floorsector; in G_FinishTravel()
H A Dp_enemy.cpp554 if (actor->floorsector->SecActTarget != NULL && in P_Move()
555 actor->floorz == actor->floorsector->floorplane.ZatPoint(actor)) in P_Move()
557 actor->floorsector->SecActTarget->TriggerAction(actor, SECSPAC_HitFloor); in P_Move()
H A Dp_local.h436 sector_t *floorsector; member
H A Dactor.h1013 struct sector_t *floorsector; variable
H A Dp_user.cpp1964 if (actor->floorsector->Flags & SECF_NOFALLINGDAMAGE) in P_FallingDamage()
/dports/games/odamex/odamex-src-0.7.0/client/src/
H A Dcl_main.cpp1325 mobj->floorsector = tmfloorsector; in CL_MoveThing()