/dports/games/prboom/prboom-2.5.0/src/ |
H A D | r_bsp.c | 47 sector_t *frontsector; variable 151 sizeof(frontsector->floor_xoffs) + sizeof(frontsector->floor_yoffs) + in R_RecalcLineFlags() 152 sizeof(frontsector->ceiling_xoffs) + sizeof(frontsector->ceiling_yoffs) + in R_RecalcLineFlags() 153 sizeof(frontsector->ceilingpic) + sizeof(frontsector->floorpic) + in R_RecalcLineFlags() 154 sizeof(frontsector->lightlevel) + sizeof(frontsector->floorlightsec) + in R_RecalcLineFlags() 180 if ((c = frontsector->ceilingheight - frontsector->floorheight) > 0 && in R_RecalcLineFlags() 517 frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel, in R_Subsector() 529 frontsector->sky & PL_SKYFLAT ? frontsector->sky : in R_Subsector() 542 frontsector->sky & PL_SKYFLAT ? frontsector->sky : in R_Subsector() 570 if (tmpline->frontsector != frontsector) in R_Subsector() [all …]
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/dports/games/prboom-plus/prboom-plus-2.5.1.3/src/ |
H A D | r_bsp.c | 49 sector_t *frontsector; variable 154 sizeof(frontsector->floor_xoffs) + sizeof(frontsector->floor_yoffs) + in R_RecalcLineFlags() 155 sizeof(frontsector->ceiling_xoffs) + sizeof(frontsector->ceiling_yoffs) + in R_RecalcLineFlags() 156 sizeof(frontsector->ceilingpic) + sizeof(frontsector->floorpic) + in R_RecalcLineFlags() 157 sizeof(frontsector->lightlevel) + sizeof(frontsector->floorlightsec) + in R_RecalcLineFlags() 183 if ((c = frontsector->ceilingheight - frontsector->floorheight) > 0 && in R_RecalcLineFlags() 301 frontsector = R_FakeFlat(frontsector, &tempsec_front, NULL, NULL, false); in CheckClip() 617 frontsector = sub->sector; in R_Subsector() 620 frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel, in R_Subsector() 631 frontsector->sky & PL_SKYFLAT ? frontsector->sky : in R_Subsector() [all …]
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/dports/games/zdoom/zdoom-2.8.1/src/ |
H A D | r_bsp.cpp | 63 sector_t* frontsector; variable 682 || (frontsector->e && frontsector->e->XFloor.lightlist.Size()) in R_AddLine() 1063 frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel, in R_Subsector() 1076 light = P_GetPlaneLight(frontsector, &frontsector->ceilingplane, false); in R_Subsector() 1108 frontsector->sky, in R_Subsector() 1114 light = P_GetPlaneLight(frontsector, &frontsector->floorplane, false); in R_Subsector() 1148 frontsector->sky, in R_Subsector() 1153 if (r_3dfloors && frontsector->e && frontsector->e->XFloor.ffloors.Size()) in R_Subsector() 1179 … fakeHeight > frontsector->floorplane.ZatPoint(frontsector->soundorg[0], frontsector->soundorg[1])) in R_Subsector() 1210 frontsector->sky, in R_Subsector() [all …]
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/dports/games/libretro-prboom/libretro-prboom-cc80175/src/ |
H A D | r_bsp.c | 47 sector_t *frontsector; variable 154 sizeof(frontsector->floor_xoffs) + sizeof(frontsector->floor_yoffs) + in R_RecalcLineFlags() 155 sizeof(frontsector->ceiling_xoffs) + sizeof(frontsector->ceiling_yoffs) + in R_RecalcLineFlags() 156 sizeof(frontsector->ceilingpic) + sizeof(frontsector->floorpic) + in R_RecalcLineFlags() 157 sizeof(frontsector->lightlevel) + sizeof(frontsector->floorlightsec) + in R_RecalcLineFlags() 183 if ((c = frontsector->ceilingheight - frontsector->floorheight) > 0 && in R_RecalcLineFlags() 481 frontsector = sub->sector; in R_Subsector() 486 frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel, in R_Subsector() 494 (frontsector->heightsec != -1 && in R_Subsector() 498 frontsector->sky & PL_SKYFLAT ? frontsector->sky : in R_Subsector() [all …]
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H A D | r_segs.c | 244 frontsector = curline->frontsector; in R_RenderMaskedSegRange() 641 R_FixWiggle(frontsector); in R_StoreWallRange() 670 worldtop = frontsector->ceilingheight - viewz; in R_StoreWallRange() 671 worldbottom = frontsector->floorheight - viewz; in R_StoreWallRange() 687 fixed_t vtop = frontsector->floorheight + in R_StoreWallRange() 753 if (frontsector->ceilingpic == skyflatnum in R_StoreWallRange() 767 || frontsector->heightsec != -1 in R_StoreWallRange() 783 || (frontsector->heightsec != -1 && in R_StoreWallRange() 832 rw_lightlevel = frontsector->lightlevel; in R_StoreWallRange() 845 if (frontsector->heightsec == -1) in R_StoreWallRange() [all …]
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/dports/games/odamex/odamex-src-0.7.0/client/src/ |
H A D | r_bsp.cpp | 46 sector_t* frontsector; variable 667 frontsector = sub->sector; in R_Subsector() 672 frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel, in R_Subsector() 684 frontsector->sky & PL_SKYFLAT ? frontsector->sky : in R_Subsector() 688 frontsector->ceiling_yoffs + frontsector->base_ceiling_yoffs, in R_Subsector() 691 frontsector->ceiling_angle + frontsector->base_ceiling_angle in R_Subsector() 700 (frontsector->heightsec && in R_Subsector() 705 frontsector->sky & PL_SKYFLAT ? frontsector->sky : in R_Subsector() 706 frontsector->floorpic, in R_Subsector() 709 frontsector->floor_yoffs + frontsector->base_floor_yoffs, in R_Subsector() [all …]
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H A D | r_segs.cpp | 644 frontsector = curline->frontsector; in R_RenderMaskedSegRange() 900 fixed_t fc = P_CeilingHeight(frontsector); in R_StoreWallRange() 956 (frontsector->floor_yoffs + frontsector->base_floor_yoffs) in R_StoreWallRange() 960 || frontsector->heightsec in R_StoreWallRange() 972 (frontsector->floor_angle + frontsector->base_floor_angle) in R_StoreWallRange() 983 (frontsector->ceiling_yoffs + frontsector->base_ceiling_yoffs) in R_StoreWallRange() 987 || (frontsector->heightsec && frontsector->ceilingpic != skyflatnum) in R_StoreWallRange() 999 (frontsector->ceiling_angle + frontsector->base_ceiling_angle) in R_StoreWallRange() 1015 fixed_t fc = P_CeilingHeight(frontsector); in R_StoreWallRange() 1097 if (frontsector->heightsec == NULL || in R_StoreWallRange() [all …]
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/dports/games/doomlegacy/doomlegacy_1.48.8_source/src/ |
H A D | r_bsp.c | 102 sector_t* frontsector; variable 840 frontsector = sub->sector; in R_Subsector() 845 frontsector = R_FakeFlat(frontsector, &tempsec, false, in R_Subsector() 852 if(frontsector->ffloors) in R_Subsector() 863 ff_light = R_GetPlaneLight(frontsector, frontsector->floorheight); in R_Subsector() 864 if(frontsector->floorlightsec == -1) in R_Subsector() 868 ff_light = R_GetPlaneLight(frontsector, frontsector->ceilingheight); in R_Subsector() 876 if ((frontsector->floorheight < viewz) in R_Subsector() 877 || (frontsector->model > SM_fluid in R_Subsector() 894 || (frontsector->model > SM_fluid in R_Subsector() [all …]
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H A D | r_segs.c | 941 frontsector = curline->frontsector; in R_RenderMaskedSegRange() 1088 else if(frontsector->extra_colormap && frontsector->extra_colormap->fog) in R_RenderMaskedSegRange() 1324 frontsector = (curline->frontsector == ffloor->taggedtarget) ? in R_RenderThickSideRange() 1463 else if(frontsector->extra_colormap && frontsector->extra_colormap->fog) in R_RenderThickSideRange() 2605 || (frontsector->ffloors != backsector->ffloors && frontsector->tag != backsector->tag)) in R_StoreWallRange() 2630 || (frontsector->ffloors != backsector->ffloors && frontsector->tag != backsector->tag)) in R_StoreWallRange() 2691 if (frontsector && backsector && frontsector->tag != backsector->tag in R_StoreWallRange() 2841 else if(frontsector->ffloors) in R_StoreWallRange() 2927 if (frontsector->model > SM_fluid) in R_StoreWallRange() 2983 … if(i+1 < dc_numlights && frontsector->lightlist[i+1].height > frontsector->ceilingheight) in R_StoreWallRange() [all …]
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/dports/games/SRB2/SRB2-SRB2_release_2.2.9/src/ |
H A D | r_bsp.c | 29 sector_t *frontsector; variable 506 SLOPEPARAMS(frontsector->f_slope, frontf1, frontf2, frontsector-> floorheight) in R_AddLine() 507 SLOPEPARAMS(frontsector->c_slope, frontc1, frontc2, frontsector->ceilingheight) in R_AddLine() 859 …floorcenterz = P_GetSectorFloorZAt (frontsector, frontsector->soundorg.x, frontsector->soundorg… in R_Subsector() 860 …ceilingcenterz = P_GetSectorCeilingZAt(frontsector, frontsector->soundorg.x, frontsector->soundorg… in R_Subsector() 863 if (frontsector->ffloors) in R_Subsector() 865 if (frontsector->moved) in R_Subsector() 891 …frontsector->floor_xoffs, frontsector->floor_yoffs, frontsector->floorpic_angle, floorcolormap, NU… in R_Subsector() 900 ceilingplane = R_FindPlane(frontsector->ceilingheight, frontsector->ceilingpic, in R_Subsector() 901 …ceilinglightlevel, frontsector->ceiling_xoffs, frontsector->ceiling_yoffs, frontsector->ceilingpic… in R_Subsector() [all …]
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/dports/games/crispy-doom/crispy-doom-crispy-doom-5.10.3/src/doom/ |
H A D | r_bsp.c | 43 sector_t* frontsector; variable 542 frontsector = sub->sector; in R_Subsector() 548 R_MaybeInterpolateSector(frontsector); in R_Subsector() 550 if (frontsector->interpfloorheight < viewz) in R_Subsector() 554 frontsector->floorpic == skyflatnum && in R_Subsector() 555 frontsector->sky & PL_SKYFLAT ? frontsector->sky : in R_Subsector() 556 frontsector->floorpic, in R_Subsector() 563 || frontsector->ceilingpic == skyflatnum) in R_Subsector() 568 frontsector->sky & PL_SKYFLAT ? frontsector->sky : in R_Subsector() 569 frontsector->ceilingpic, in R_Subsector() [all …]
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/dports/games/heretic/glheretic-1.2/ |
H A D | r_bsp.c | 13 sector_t *frontsector, *backsector; variable 416 frontsector = sub->sector; in R_Subsector() 420 if (frontsector->floorheight < viewz) { in R_Subsector() 423 frontsector->floorpic, frontsector->lightlevel, in R_Subsector() 424 frontsector->special); in R_Subsector() 426 fn_vAddSector(frontsector->iSectorID); in R_Subsector() 431 if (frontsector->ceilingheight > viewz in R_Subsector() 432 || frontsector->ceilingpic == skyflatnum) { in R_Subsector() 435 frontsector->ceilingpic, frontsector->lightlevel, 0); in R_Subsector() 437 fn_vAddSector(frontsector->iSectorID); in R_Subsector() [all …]
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/dports/games/crispy-doom/crispy-doom-crispy-doom-5.10.3/src/hexen/ |
H A D | r_bsp.c | 26 sector_t *frontsector, *backsector; variable 279 if (backsector->ceilingpic == frontsector->ceilingpic in R_AddLine() 280 && backsector->floorpic == frontsector->floorpic in R_AddLine() 282 && backsector->special == frontsector->special in R_AddLine() 425 frontsector = sub->sector; in R_Subsector() 429 if (frontsector->floorheight < viewz) in R_Subsector() 432 frontsector->floorpic, in R_Subsector() 434 frontsector->special); in R_Subsector() 441 if (frontsector->ceilingheight > viewz in R_Subsector() 442 || frontsector->ceilingpic == skyflatnum) in R_Subsector() [all …]
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H A D | r_segs.c | 80 frontsector = curline->frontsector; in R_RenderMaskedSegRange() 403 worldtop = frontsector->ceilingheight - viewz; in R_StoreWallRange() 404 worldbottom = frontsector->floorheight - viewz; in R_StoreWallRange() 419 vtop = frontsector->floorheight + in R_StoreWallRange() 442 ds_p->bsilheight = frontsector->floorheight; in R_StoreWallRange() 453 ds_p->tsilheight = frontsector->ceilingheight; in R_StoreWallRange() 478 if (frontsector->ceilingpic == skyflatnum in R_StoreWallRange() 485 || backsector->special != frontsector->special) in R_StoreWallRange() 582 if (frontsector->floorheight >= viewz) in R_StoreWallRange() 584 if (frontsector->ceilingheight <= viewz in R_StoreWallRange() [all …]
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/dports/games/chocolate-doom/chocolate-doom-3.0.1/src/hexen/ |
H A D | r_bsp.c | 26 sector_t *frontsector, *backsector; variable 279 if (backsector->ceilingpic == frontsector->ceilingpic in R_AddLine() 280 && backsector->floorpic == frontsector->floorpic in R_AddLine() 282 && backsector->special == frontsector->special in R_AddLine() 425 frontsector = sub->sector; in R_Subsector() 429 if (frontsector->floorheight < viewz) in R_Subsector() 432 frontsector->floorpic, in R_Subsector() 434 frontsector->special); in R_Subsector() 441 if (frontsector->ceilingheight > viewz in R_Subsector() 442 || frontsector->ceilingpic == skyflatnum) in R_Subsector() [all …]
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H A D | r_segs.c | 80 frontsector = curline->frontsector; in R_RenderMaskedSegRange() 403 worldtop = frontsector->ceilingheight - viewz; in R_StoreWallRange() 404 worldbottom = frontsector->floorheight - viewz; in R_StoreWallRange() 419 vtop = frontsector->floorheight + in R_StoreWallRange() 442 ds_p->bsilheight = frontsector->floorheight; in R_StoreWallRange() 453 ds_p->tsilheight = frontsector->ceilingheight; in R_StoreWallRange() 478 if (frontsector->ceilingpic == skyflatnum in R_StoreWallRange() 485 || backsector->special != frontsector->special) in R_StoreWallRange() 582 if (frontsector->floorheight >= viewz) in R_StoreWallRange() 584 if (frontsector->ceilingheight <= viewz in R_StoreWallRange() [all …]
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/dports/games/crispy-doom/crispy-doom-crispy-doom-5.10.3/src/heretic/ |
H A D | r_bsp.c | 27 sector_t *frontsector, *backsector; variable 314 if (backsector->ceilingpic == frontsector->ceilingpic in R_AddLine() 315 && backsector->floorpic == frontsector->floorpic in R_AddLine() 457 frontsector = sub->sector; in R_Subsector() 463 R_CheckInterpolateSector(frontsector); in R_Subsector() 465 if (frontsector->interpfloorheight < viewz) in R_Subsector() 467 frontsector->floorpic, in R_Subsector() 469 frontsector->special); in R_Subsector() 472 if (frontsector->interpceilingheight > viewz in R_Subsector() 473 || frontsector->ceilingpic == skyflatnum) in R_Subsector() [all …]
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/dports/games/uhexen/uhexen-0.601/src/ |
H A D | r_bsp.c | 19 sector_t *frontsector, *backsector; variable 269 && backsector->floorpic == frontsector->floorpic in R_AddLine() 271 && backsector->special == frontsector->special in R_AddLine() 421 frontsector = sub->sector; in R_Subsector() 425 if(frontsector->floorheight < viewz) in R_Subsector() 428 frontsector->floorpic, frontsector->lightlevel, in R_Subsector() 429 frontsector->special); in R_Subsector() 436 if(frontsector->ceilingheight > viewz in R_Subsector() 437 || frontsector->ceilingpic == skyflatnum) in R_Subsector() 440 frontsector->ceilingpic, frontsector->lightlevel, 0); in R_Subsector() [all …]
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H A D | r_segs.c | 76 frontsector = curline->frontsector; in R_RenderMaskedSegRange() 401 worldtop = frontsector->ceilingheight - viewz; in R_StoreWallRange() 402 worldbottom = frontsector->floorheight - viewz; in R_StoreWallRange() 417 vtop = frontsector->floorheight + in R_StoreWallRange() 440 ds_p->bsilheight = frontsector->floorheight; in R_StoreWallRange() 451 ds_p->tsilheight = frontsector->ceilingheight; in R_StoreWallRange() 476 if (frontsector->ceilingpic == skyflatnum in R_StoreWallRange() 483 || backsector->special != frontsector->special) in R_StoreWallRange() 579 if (frontsector->floorheight >= viewz) in R_StoreWallRange() 581 if (frontsector->ceilingheight <= viewz in R_StoreWallRange() [all …]
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/dports/games/chocolate-doom/chocolate-doom-3.0.1/src/heretic/ |
H A D | r_bsp.c | 27 sector_t *frontsector, *backsector; variable 280 if (backsector->ceilingpic == frontsector->ceilingpic in R_AddLine() 281 && backsector->floorpic == frontsector->floorpic in R_AddLine() 423 frontsector = sub->sector; in R_Subsector() 427 if (frontsector->floorheight < viewz) in R_Subsector() 429 frontsector->floorpic, in R_Subsector() 430 frontsector->lightlevel, in R_Subsector() 431 frontsector->special); in R_Subsector() 434 if (frontsector->ceilingheight > viewz in R_Subsector() 435 || frontsector->ceilingpic == skyflatnum) in R_Subsector() [all …]
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H A D | r_segs.c | 88 frontsector = curline->frontsector; in R_RenderMaskedSegRange() 411 worldtop = frontsector->ceilingheight - viewz; in R_StoreWallRange() 412 worldbottom = frontsector->floorheight - viewz; in R_StoreWallRange() 427 vtop = frontsector->floorheight + in R_StoreWallRange() 450 ds_p->bsilheight = frontsector->floorheight; in R_StoreWallRange() 461 ds_p->tsilheight = frontsector->ceilingheight; in R_StoreWallRange() 486 if (frontsector->ceilingpic == skyflatnum in R_StoreWallRange() 491 || backsector->floorpic != frontsector->floorpic in R_StoreWallRange() 589 if (frontsector->floorheight >= viewz) in R_StoreWallRange() 591 if (frontsector->ceilingheight <= viewz in R_StoreWallRange() [all …]
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/dports/games/crispy-doom/crispy-doom-crispy-doom-5.10.3/src/strife/ |
H A D | r_bsp.c | 43 sector_t* frontsector; variable 341 && backsector->floorpic == frontsector->floorpic in R_AddLine() 511 frontsector = sub->sector; in R_Subsector() 515 if (frontsector->floorheight < viewz) in R_Subsector() 518 frontsector->floorpic, in R_Subsector() 519 frontsector->lightlevel); in R_Subsector() 524 if (frontsector->ceilingheight > viewz in R_Subsector() 525 || frontsector->ceilingpic == skyflatnum) in R_Subsector() 528 frontsector->ceilingpic, in R_Subsector() 529 frontsector->lightlevel); in R_Subsector() [all …]
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/dports/games/chocolate-doom/chocolate-doom-3.0.1/src/doom/ |
H A D | r_bsp.c | 43 sector_t* frontsector; variable 341 && backsector->floorpic == frontsector->floorpic in R_AddLine() 511 frontsector = sub->sector; in R_Subsector() 515 if (frontsector->floorheight < viewz) in R_Subsector() 518 frontsector->floorpic, in R_Subsector() 519 frontsector->lightlevel); in R_Subsector() 524 if (frontsector->ceilingheight > viewz in R_Subsector() 525 || frontsector->ceilingpic == skyflatnum) in R_Subsector() 528 frontsector->ceilingpic, in R_Subsector() 529 frontsector->lightlevel); in R_Subsector() [all …]
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H A D | r_segs.c | 111 frontsector = curline->frontsector; in R_RenderMaskedSegRange() 447 worldtop = frontsector->ceilingheight - viewz; in R_StoreWallRange() 448 worldbottom = frontsector->floorheight - viewz; in R_StoreWallRange() 461 vtop = frontsector->floorheight + in R_StoreWallRange() 488 ds_p->bsilheight = frontsector->floorheight; in R_StoreWallRange() 500 ds_p->tsilheight = frontsector->ceilingheight; in R_StoreWallRange() 527 if (frontsector->ceilingpic == skyflatnum in R_StoreWallRange() 535 || backsector->floorpic != frontsector->floorpic in R_StoreWallRange() 662 if (frontsector->floorheight >= viewz) in R_StoreWallRange() 668 if (frontsector->ceilingheight <= viewz in R_StoreWallRange() [all …]
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/dports/games/chocolate-doom/chocolate-doom-3.0.1/src/strife/ |
H A D | r_bsp.c | 43 sector_t* frontsector; variable 341 && backsector->floorpic == frontsector->floorpic in R_AddLine() 511 frontsector = sub->sector; in R_Subsector() 515 if (frontsector->floorheight < viewz) in R_Subsector() 518 frontsector->floorpic, in R_Subsector() 519 frontsector->lightlevel); in R_Subsector() 524 if (frontsector->ceilingheight > viewz in R_Subsector() 525 || frontsector->ceilingpic == skyflatnum) in R_Subsector() 528 frontsector->ceilingpic, in R_Subsector() 529 frontsector->lightlevel); in R_Subsector() [all …]
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