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Searched refs:florhit (Results 1 – 25 of 36) sorted by relevance

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/dports/games/jfsw/jfsw-c434002/src/
H A Drooms.c390 if ((int)florhit != -1) in SectorZadjust()
392 switch (TEST(florhit, HIT_MASK)) in SectorZadjust()
499 switch (TEST(florhit, HIT_MASK)) in WaterAdjust()
516 LONGp loz, LONGp florhit, in FAFgetzrange() argument
532 WaterAdjust(*florhit, loz); in FAFgetzrange()
538 WaterAdjust(*florhit, loz); in FAFgetzrange()
583 WaterAdjust(*florhit, loz); in FAFgetzrange()
589 LONGp loz, LONGp florhit) in FAFgetzrangepoint() argument
604 WaterAdjust(*florhit, loz); in FAFgetzrangepoint()
610 WaterAdjust(*florhit, loz); in FAFgetzrangepoint()
[all …]
H A Dsprite.c4744 *florhit = -1; in getzrangepoint()
4751 *florhit = sectnum + 16384; in getzrangepoint()
4847 *florhit = j + 49152; in getzrangepoint()
4859 int ceilhit, florhit; in DoActorZrange() local
4883 switch (TEST(florhit, HIT_MASK)) in DoActorZrange()
4941 int ceilhit, florhit, hiz, loz; in ActorDrop() local
4951 if (florhit < 0 || ceilhit < 0) in ActorDrop()
4960 if (florhit < 0 || ceilhit < 0) in ActorDrop()
4971 switch (TEST(florhit, HIT_MASK)) in ActorDrop()
4975 SPRITEp hsp = &sprite[florhit & 4095]; in ActorDrop()
[all …]
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()
257 ASSERT(TEST(florhit, HIT_SPRITE | HIT_SECTOR)); in DoShadowFindGroundPoint()
259 switch (TEST(florhit, HIT_MASK)) in DoShadowFindGroundPoint()
263 hsp = &sprite[NORM_SPRITE(florhit)]; in DoShadowFindGroundPoint()
H A Dactor.c591 int ceilz,ceilhit,florz,florhit; in KeepActorOnFloor() local
593 &ceilz, &ceilhit, &florz, &florhit); in KeepActorOnFloor()
H A Dgame.h2142 …epoint(int x, int y, int z, short sectnum, LONGp ceilz, LONGp ceilhit, LONGp florz, LONGp florhit);
2179 LONGp loz, LONGp florhit,
2184 LONGp loz, LONGp florhit);
/dports/games/NBlood/NBlood-a1689a4/source/sw/src/
H A Drooms.cpp377 if ((int)florhit != -1) in SectorZadjust()
379 switch (TEST(florhit, HIT_MASK)) in SectorZadjust()
486 switch (TEST(florhit, HIT_MASK)) in WaterAdjust()
519 WaterAdjust(*florhit, loz); in FAFgetzrange()
525 WaterAdjust(*florhit, loz); in FAFgetzrange()
553 switch (TEST(*florhit, HIT_MASK)) in FAFgetzrange()
568 WaterAdjust(*florhit, loz); in FAFgetzrange()
589 WaterAdjust(*florhit, loz); in FAFgetzrangepoint()
595 WaterAdjust(*florhit, loz); in FAFgetzrangepoint()
620 switch (TEST(*florhit, HIT_MASK)) in FAFgetzrangepoint()
[all …]
H A Dsprite.cpp4722 *florhit = -1; in getzrangepoint()
4729 *florhit = sectnum + 16384; in getzrangepoint()
4825 *florhit = j + 49152; in getzrangepoint()
4837 int ceilhit, florhit; in DoActorZrange() local
4861 switch (TEST(florhit, HIT_MASK)) in DoActorZrange()
4864 u->lo_sp = &sprite[NORM_SPRITE(florhit)]; in DoActorZrange()
4917 int ceilhit, florhit, hiz, loz; in ActorDrop() local
4927 if (florhit < 0 || ceilhit < 0) in ActorDrop()
4936 if (florhit < 0 || ceilhit < 0) in ActorDrop()
4947 switch (TEST(florhit, HIT_MASK)) in ActorDrop()
[all …]
H A Dactor.cpp588 int ceilz,ceilhit,florz,florhit; in KeepActorOnFloor() local
590 &ceilz, &ceilhit, &florz, &florhit); in KeepActorOnFloor()
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()
251 ASSERT(TEST(florhit, HIT_SPRITE | HIT_SECTOR)); in DoShadowFindGroundPoint()
253 switch (TEST(florhit, HIT_MASK)) in DoShadowFindGroundPoint()
257 hsp = &sprite[NORM_SPRITE(florhit)]; in DoShadowFindGroundPoint()
H A Dgame.h2135 …, int y, int z, short sectnum, int32_t* ceilz, int32_t* ceilhit, int32_t* florz, int32_t* florhit);
2171 int32_t* loz, int32_t* florhit,
2176 int32_t* loz, int32_t* florhit);
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/lunatic/test/
H A Danimatesprites.con13 gamevar florhit 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.cpp372 …to pTouched = ((actor[spriteNum].florhit & 49152) == 49152) ? (uspriteptr_t)&sprite[actor[sp… in VM_GetZRange()
387 actor[spriteNum].florhit = *florhit; in VM_GetZRange()
388 …pTouched = ((actor[spriteNum].florhit & 49152) == 49152) ? (uspriteptr_t)&sprite[actor[spriteNum]. in VM_GetZRange()
396 int32_t ceilhit = 0, florhit = actor[spriteNum].florhit; in A_GetZLimits() local
403 if ((florhit&49152) == 49152 && (sprite[florhit&(MAXSPRITES-1)].cstat&48) == 0) in A_GetZLimits()
405 auto const hitspr = (uspriteptr_t)&sprite[florhit&(MAXSPRITES-1)]; in A_GetZLimits()
407 florhit &= (MAXSPRITES-1); 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
[all …]
H A Dactors.h136 uint16_t florhit, lzsum; // 4b member
/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
382 int32_t ceilhit, florhit; in A_GetZLimits() local
387 … VM_GetZRange(spriteNum, &ceilhit, &florhit, (pSprite->statnum == STAT_PROJECTILE) ? 4 : 127); in A_GetZLimits()
390 if ((florhit&49152) == 49152 && (sprite[florhit&(MAXSPRITES-1)].cstat&48) == 0) in A_GetZLimits()
392 uspritetype const * const hitspr = (uspritetype *)&sprite[florhit&(MAXSPRITES-1)]; in A_GetZLimits()
394 florhit &= (MAXSPRITES-1); in A_GetZLimits()
404 …se if (pSprite->statnum == STAT_PROJECTILE && hitspr->picnum == APLAYER && pSprite->owner==florhit) 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
[all …]
/dports/games/NBlood/NBlood-a1689a4/source/blood/src/
H A Dplayer.cpp1629 int florhit = gSpriteHit[pSprite->extra].florhit & 0xc000; in ProcessInput() local
1631 if (pXSprite->height < 16 && (florhit == 0x4000 || florhit == 0)) in ProcessInput()
2206 if (pHit->florhit) in playerLandingSound()
2208 … if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, &sprite[pHit->florhit & 0x3fff])) in playerLandingSound()
2210 char nSurf = tileGetSurfType(pHit->florhit); in playerLandingSound()
H A Ddb.h275 int hit, ceilhit, florhit; member
H A Dactor.cpp2873 gSpriteHit[pSprite2->extra].florhit = 0; in actDropKey()
4202 nHitSprite = pSpriteHit->florhit & 0x3fff; in ProcessTouchObjects()
4203 switch (pSpriteHit->florhit & 0xc000) { in ProcessTouchObjects()
4452 gSpriteHit[nXSprite].florhit = floorHit; in MoveThing()
4495 gSpriteHit[nXSprite].florhit = 0; in MoveThing()
4986 gSpriteHit[nXSprite].florhit = floorHit; in MoveDude()
5046 gSpriteHit[nXSprite].florhit = 0; in MoveDude()
5227 gSpriteHit[nXSprite].florhit = floorHit; in MoveMissile()
5308 if (gSpriteHit[nXSprite].florhit == 0) in actExplodeSprite()
6100 gSpriteHit[nXSprite].florhit = 0; in actSpawnSprite()
[all …]
H A Dview.cpp532 int florhit = predict.at75.florhit & 0xc000; in fakeProcessInput() local
534 if (predict.at6a < 16 && (florhit == 0x4000 || florhit == 0)) in fakeProcessInput()
802 predict.at75.florhit = floorHit; in fakeMoveDude()
822 predict.at75.florhit = 0; in fakeMoveDude()
2462 if (gSpriteHit[nXSprite].florhit == 0) in viewProcessSprites()
2800 … if (pTSprite->type < kThingBase || pTSprite->type >= kThingMax || !gSpriteHit[nXSprite].florhit) { in viewProcessSprites()
H A Dnnexts.cpp1356 gSpriteHit[nXSprite].florhit = floorHit; in debrisMove()
1395 gSpriteHit[nXSprite].florhit = 0; in debrisMove()
2571 … if (floor && (gSpriteHit[sprite[i].extra].florhit & 0xc000) == 0x4000 && (gSpriteHit[sprite[i].ex… in useSpriteDamager()
3538 if ((gSpriteHit[pSpr->extra].florhit & 0xc000) != 0x4000) return false; in condCheckSprite()
3539 … else if (PUSH) condPush(pXCond, OBJ_SECTOR, gSpriteHit[pSpr->extra].florhit & 0x3fff); in condCheckSprite()
3549 …if ((gSpriteHit[pSpr->extra].florhit & 0xc000) == 0xc000) var = gSpriteHit[pSpr->extra].florhit & … in condCheckSprite()
3574 …if ((gSpriteHit[i].florhit & 0xc000) == 0xc000 && (gSpriteHit[i].florhit & 0x3fff) == objIndex) va… in condCheckSprite()
6268 …else if ((gSpriteHit[nXSprite1].florhit & 0xc000) == 0xc000) nHSprite = gSpriteHit[nXSprite1].flor… 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()
1896 Gv_SetVar(florhitvar, florhit); 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]
566 { florhit>=49152, bit.band(florhit,16383), florz })
/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
1823 *florz = INT32_MAX; *florhit = -1; in getzrange()
1856 *ceilhit = sectnum+16384; *florhit = sectnum+16384; in getzrange()
1925 if (pos->z < cz && cz < *florz) { *florz = cz; *florhit = hitwhat; } in getzrange()
1930 if (pos->z < daz2 && daz2 < *florz) { *florz = daz2; *florhit = hitwhat; } in getzrange()
2027 if (pos->z < cz && cz < *florz) { *florz = cz; *florhit = hitwhat; } in getzrange()
2032 if (pos->z < daz2 && daz2 < *florz) { *florz = daz2; *florhit = hitwhat; } in getzrange()
2053 *florz = daz2, *florhit = k+16384; in getzrange()
2161 *florhit = j+49152; in getzrange()
2244 if (fb>=0 && mcf==1 && *florhit==sectnum+16384) in getzrange()
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/dports/games/NBlood/NBlood-a1689a4/source/build/include/
H A Dbuild.h1271 … int32_t *florhit, int32_t walldist, uint32_t cliptype) ATTRIBUTE((nonnull(1,3,4,5,6)));
1717 … int32_t *florhit, int32_t walldist, uint32_t cliptype) ATTRIBUTE((nonnull(5,6,7,8)));
1720 int32_t *florhit, int32_t walldist, uint32_t cliptype) in getzrange_old() argument
1723 getzrange(&vector, sectnum, ceilz, ceilhit, florz, florhit, walldist, cliptype); in getzrange_old()
/dports/games/jfsw/jfsw-c434002/jfbuild/include/
H A Dbuild.h429 … int y, int z, short sectnum, int *ceilz, int *ceilhit, int *florz, int *florhit, int walldist, un…

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