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/dports/games/prboom/prboom-2.5.0/src/
H A Dr_bsp.c47 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()
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/dports/games/prboom-plus/prboom-plus-2.5.1.3/src/
H A Dr_bsp.c49 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()
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/dports/games/zdoom/zdoom-2.8.1/src/
H A Dr_bsp.cpp63 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()
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/dports/games/libretro-prboom/libretro-prboom-cc80175/src/
H A Dr_bsp.c47 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()
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H A Dr_segs.c244 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()
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/dports/games/odamex/odamex-src-0.7.0/client/src/
H A Dr_bsp.cpp46 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()
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H A Dr_segs.cpp644 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()
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/dports/games/doomlegacy/doomlegacy_1.48.8_source/src/
H A Dr_bsp.c102 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()
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H A Dr_segs.c941 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()
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/dports/games/SRB2/SRB2-SRB2_release_2.2.9/src/
H A Dr_bsp.c29 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()
891frontsector->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()
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/dports/games/crispy-doom/crispy-doom-crispy-doom-5.10.3/src/doom/
H A Dr_bsp.c43 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()
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/dports/games/heretic/glheretic-1.2/
H A Dr_bsp.c13 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()
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/dports/games/crispy-doom/crispy-doom-crispy-doom-5.10.3/src/hexen/
H A Dr_bsp.c26 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()
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H A Dr_segs.c80 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()
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/dports/games/chocolate-doom/chocolate-doom-3.0.1/src/hexen/
H A Dr_bsp.c26 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()
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H A Dr_segs.c80 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()
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/dports/games/crispy-doom/crispy-doom-crispy-doom-5.10.3/src/heretic/
H A Dr_bsp.c27 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()
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/dports/games/uhexen/uhexen-0.601/src/
H A Dr_bsp.c19 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()
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H A Dr_segs.c76 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()
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/dports/games/chocolate-doom/chocolate-doom-3.0.1/src/heretic/
H A Dr_bsp.c27 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()
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H A Dr_segs.c88 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()
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/dports/games/crispy-doom/crispy-doom-crispy-doom-5.10.3/src/strife/
H A Dr_bsp.c43 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()
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/dports/games/chocolate-doom/chocolate-doom-3.0.1/src/doom/
H A Dr_bsp.c43 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()
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H A Dr_segs.c111 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()
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/dports/games/chocolate-doom/chocolate-doom-3.0.1/src/strife/
H A Dr_bsp.c43 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()
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