Searched refs:floorsector (Results 1 – 12 of 12) sorted by relevance
/dports/games/odamex/odamex-src-0.7.0/common/ |
H A D | p_mobj.cpp | 112 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() [all …]
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H A D | p_map.cpp | 228 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()
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H A D | actor.h | 368 struct sector_s *floorsector; variable
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H A D | p_snapshot.cpp | 189 mo->floorsector = tmfloorsector; in toActor()
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/dports/games/zdoom/zdoom-2.8.1/src/ |
H A D | p_map.cpp | 240 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() [all …]
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H A D | p_mobj.cpp | 183 << 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()
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H A D | g_level.cpp | 1241 pawn->floorsector = pawndup->floorsector; in G_FinishTravel()
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H A D | p_enemy.cpp | 554 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()
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H A D | p_local.h | 436 sector_t *floorsector; member
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H A D | actor.h | 1013 struct sector_t *floorsector; variable
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H A D | p_user.cpp | 1964 if (actor->floorsector->Flags & SECF_NOFALLINGDAMAGE) in P_FallingDamage()
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/dports/games/odamex/odamex-src-0.7.0/client/src/ |
H A D | cl_main.cpp | 1325 mobj->floorsector = tmfloorsector; in CL_MoveThing()
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