/dports/games/NBlood/NBlood-a1689a4/source/exhumed/src/ |
H A D | queen.cpp | 229 if (nSprite2 < 0) in QueenAngleChase() 392 assert(nSprite2 >= 0 && nSprite2 < kMaxSprites); in BuildQueenEgg() 394 sprite[nSprite2].x = x; in BuildQueenEgg() 395 sprite[nSprite2].y = y; in BuildQueenEgg() 409 sprite[nSprite2].xvel = Cos(sprite[nSprite2].ang); in BuildQueenEgg() 410 sprite[nSprite2].yvel = Sin(sprite[nSprite2].ang); in BuildQueenEgg() 663 assert(nSprite2 >= 0 && nSprite2 < kMaxSprites); in BuildQueenHead() 665 sprite[nSprite2].x = x; in BuildQueenHead() 666 sprite[nSprite2].y = y; in BuildQueenHead() 667 sprite[nSprite2].z = z; in BuildQueenHead() [all …]
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H A D | fish.cpp | 104 assert(nSprite2 >= 0 && nSprite2 < kMaxSprites); in BuildFishLimb() 113 sprite[nSprite2].cstat = 0; in BuildFishLimb() 114 sprite[nSprite2].shade = -12; in BuildFishLimb() 115 sprite[nSprite2].pal = 0; in BuildFishLimb() 118 sprite[nSprite2].xrepeat = 64; in BuildFishLimb() 119 sprite[nSprite2].yrepeat = 64; in BuildFishLimb() 120 sprite[nSprite2].xoffset = 0; in BuildFishLimb() 121 sprite[nSprite2].yoffset = 0; in BuildFishLimb() 126 sprite[nSprite2].picnum = edx; in BuildFishLimb() 132 sprite[nSprite2].extra = -1; in BuildFishLimb() [all …]
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H A D | rat.cpp | 161 int nSprite2 = nChunkSprite[RandomSize(7) % nChunkTotal]; in FindFood() local 162 if (nSprite2 != -1) in FindFood() 164 …if (cansee(x, y, z2, nSector, sprite[nSprite2].x, sprite[nSprite2].y, sprite[nSprite2].z, sprite[n… in FindFood() 165 return nSprite2; in FindFood() 174 int nSprite2 = nBodySprite[RandomSize(7) % nBodyTotal]; in FindFood() local 175 if (nSprite2 != -1) in FindFood() 177 if (nPlayerPic == sprite[nSprite2].picnum) in FindFood() 179 …if (cansee(x, y, z, nSector, sprite[nSprite2].x, sprite[nSprite2].y, sprite[nSprite2].z, sprite[nS… in FindFood() 180 return nSprite2; in FindFood()
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H A D | move.h | 68 int PlotCourseToSprite(int nSprite1, int nSprite2); 72 int GetAngleToSprite(int nSprite1, int nSprite2); 76 int GetUpAngle(short nSprite1, int nVal, short nSprite2, int ecx); 79 int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1);
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H A D | rex.cpp | 381 short nSprite2 = nMov & 0x3FFF; in FuncRex() local 383 if (sprite[nSprite2].statnum && sprite[nSprite2].statnum < 107) in FuncRex() 387 runlist_DamageEnemy(nSprite2, nSprite, 15); in FuncRex() 392 if (sprite[nSprite2].statnum == 100) in FuncRex() 394 short nPlayer = GetPlayerFromSprite(nSprite2); in FuncRex() 397 sprite[nSprite2].zvel = -3584; in FuncRex() 401 sprite[nSprite2].xvel += (xVel >> 3); in FuncRex() 402 sprite[nSprite2].yvel += (yVel >> 3); in FuncRex() 403 sprite[nSprite2].zvel = -2880; in FuncRex()
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H A D | mummy.cpp | 141 short nSprite2 = MummyList[i].nSprite; in CheckMummyRevive() local 142 if (sprite[nSprite2].statnum != 102) { in CheckMummyRevive() 150 int x = klabs(sprite[nSprite2].x - sprite[nSprite].x) >> 8; in CheckMummyRevive() 151 int y = klabs(sprite[nSprite2].y - sprite[nSprite].y) >> 8; in CheckMummyRevive() 156 … sprite[nSprite2].x, sprite[nSprite2].y, sprite[nSprite2].z - 8192, sprite[nSprite2].sectnum)) in CheckMummyRevive() 158 sprite[nSprite2].cstat = 0; in CheckMummyRevive()
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H A D | move.cpp | 669 int GetAngleToSprite(int nSprite1, int nSprite2) in GetAngleToSprite() argument 671 if (nSprite1 < 0 || nSprite2 < 0) in GetAngleToSprite() 674 …return GetMyAngle(sprite[nSprite2].x - sprite[nSprite1].x, sprite[nSprite2].y - sprite[nSprite1].y… in GetAngleToSprite() 677 int PlotCourseToSprite(int nSprite1, int nSprite2) in PlotCourseToSprite() argument 679 if (nSprite1 < 0 || nSprite2 < 0) in PlotCourseToSprite() 682 int x = sprite[nSprite2].x - sprite[nSprite1].x; in PlotCourseToSprite() 683 int y = sprite[nSprite2].y - sprite[nSprite1].y; in PlotCourseToSprite() 781 int x = sprite[nSprite2].x - sprite[nSprite1].x; in GetUpAngle() 1173 if (nSprite2 < 0) in AngleChase() 1180 int nHeight = tilesiz[sprite[nSprite2].picnum].y * sprite[nSprite2].yrepeat * 2; in AngleChase() [all …]
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H A D | snake.cpp | 393 int nSprite2 = SnakeList[nSnake].nSprites[i]; in FuncSnake() local 395 sprite[nSprite2].ang = nAngle; in FuncSnake() 396 sprite[nSprite2].x = x; in FuncSnake() 397 sprite[nSprite2].y = y; in FuncSnake() 398 sprite[nSprite2].z = z; in FuncSnake() 400 mychangespritesect(nSprite2, nSector); in FuncSnake() 404 …movesprite(nSprite2, var_30 + var_30 * i + eax * Cos(var_28), var_30 + var_34 * i + eax * Sin(var_… in FuncSnake()
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H A D | roach.cpp | 210 short nSprite2 = a & 0xFFFF; in FuncRoach() local 211 if (nSprite2 >= 0) in FuncRoach() 213 if (sprite[nSprite2].statnum < 199) { in FuncRoach() 214 RoachList[nRoach].nTarget = nSprite2; in FuncRoach()
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H A D | gun.cpp | 836 short nSprite2 = cRange & 0x3FFF; in MoveWeapons() local 838 if (sprite[nSprite2].cstat & 0x50) in MoveWeapons() 842 … else if (sprite[nSprite2].statnum > 90 && sprite[nSprite2].statnum <= 199) in MoveWeapons() 844 runlist_DamageEnemy(nSprite2, nPlayerSprite, nDamage); in MoveWeapons() 846 if (sprite[nSprite2].statnum < 102) { in MoveWeapons() 849 else if (sprite[nSprite2].statnum == 102) in MoveWeapons() 854 else if (sprite[nSprite2].statnum == kStatExplodeTrigger) { in MoveWeapons()
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H A D | ra.cpp | 292 short nSprite2 = a & 0xFFFF; in FuncRa() local 293 seq_PlotSequence(nSprite2, nSeq, Ra[nPlayer].nFrame, 1); in FuncRa() 294 tsprite[nSprite2].owner = -1; in FuncRa()
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H A D | wasp.cpp | 349 short nSprite2 = (nChaseVal & 0x3FFF); in FuncWasp() local 350 if (nSprite2 == nTarget) in FuncWasp() 354 runlist_DamageEnemy(nSprite2, nSprite, WaspList[nWasp].nDamage); in FuncWasp()
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H A D | bullet.cpp | 833 short nSprite2 = a & 0xFFFF; in FuncBullet() local 834 tsprite[nSprite2].statnum = 1000; in FuncBullet() 838 seq_PlotArrowSequence(nSprite2, nSeq, BulletList[nBullet].nFrame); in FuncBullet() 842 seq_PlotSequence(nSprite2, nSeq, BulletList[nBullet].nFrame, 0); in FuncBullet() 843 tsprite[nSprite2].owner = -1; in FuncBullet()
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H A D | runlist.h | 85 void runlist_DamageEnemy(int nSprite, int nSprite2, short nDamage);
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H A D | object.cpp | 1792 int nSprite2 = insertsprite(lasthitsect, 0); in FuncEnergyBlock() local 1794 sprite[nSprite2].ang = a & 0xFFFF; in FuncEnergyBlock() 1795 sprite[nSprite2].x = lasthitx; in FuncEnergyBlock() 1796 sprite[nSprite2].y = lasthity; in FuncEnergyBlock() 1797 sprite[nSprite2].z = lasthitz; in FuncEnergyBlock() 1800 mydeletesprite(nSprite2); in FuncEnergyBlock() 1858 ObjectList[nObject].field_10 = nSprite2; in BuildObject() 1860 sprite[nSprite2].cstat = 0x8000; in BuildObject() 1861 sprite[nSprite2].x = sprite[nSprite].x; in BuildObject() 1862 sprite[nSprite2].y = sprite[nSprite].y; in BuildObject() [all …]
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H A D | player.cpp | 1164 short nSprite2; in FuncPlayer() local 1190 nSprite2 = nRadialOwner; in FuncPlayer() 1204 nSprite2 = a & 0xFFFF; in FuncPlayer() 1246 if (nSprite2 > -1) in FuncPlayer() 1264 if (nSprite2 > -1 && sprite[nSprite2].statnum == 100) in FuncPlayer() 1266 short nPlayer2 = GetPlayerFromSprite(nSprite2); in FuncPlayer() 1277 else if (nSprite2 < 0) in FuncPlayer()
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H A D | runlist.cpp | 1653 void runlist_DamageEnemy(int nSprite, int nSprite2, short nDamage) in runlist_DamageEnemy() argument 1666 runlist_SendMessageToRunRec(nRun, (nSprite2 & 0xFFFF) | 0x80000, nDamage * 4); in runlist_DamageEnemy() 1669 if (nPreCreaturesLeft > nCreaturesLeft && nSprite2 > -1) in runlist_DamageEnemy() 1671 if (sprite[nSprite2].statnum != 100) { in runlist_DamageEnemy() 1675 short nPlayer = GetPlayerFromSprite(nSprite2); in runlist_DamageEnemy()
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/dports/games/NBlood/NBlood-a1689a4/source/blood/src/ |
H A D | aitchern.cpp | 102 …for (short nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2… in sub_71BD4() local 104 spritetype *pSprite2 = &sprite[nSprite2]; in sub_71BD4() 116 x2 += (xvel[nSprite2]*t)>>12; in sub_71BD4() 117 y2 += (yvel[nSprite2]*t)>>12; in sub_71BD4() 118 z2 += (zvel[nSprite2]*t)>>8; in sub_71BD4() 180 …for (short nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2… in sub_720AC() local 182 spritetype *pSprite2 = &sprite[nSprite2]; in sub_720AC() 194 x2 += (xvel[nSprite2]*t)>>12; in sub_720AC() 195 y2 += (yvel[nSprite2]*t)>>12; in sub_720AC() 196 z2 += (zvel[nSprite2]*t)>>8; in sub_720AC()
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H A D | aicerber.cpp | 118 …for (short nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2… in BurnSeqCallback() local 120 spritetype *pSprite2 = &sprite[nSprite2]; in BurnSeqCallback() 132 x2 += (xvel[nSprite2]*t)>>12; in BurnSeqCallback() 133 y2 += (yvel[nSprite2]*t)>>12; in BurnSeqCallback() 134 z2 += (zvel[nSprite2]*t)>>8; in BurnSeqCallback() 202 …for (short nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2… in BurnSeqCallback2() local 204 spritetype *pSprite2 = &sprite[nSprite2]; in BurnSeqCallback2() 216 x2 += (xvel[nSprite2]*t)>>12; in BurnSeqCallback2() 217 y2 += (yvel[nSprite2]*t)>>12; in BurnSeqCallback2() 218 z2 += (zvel[nSprite2]*t)>>8; in BurnSeqCallback2()
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H A D | aibeast.cpp | 125 … for (int nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2]) in StompSeqCallback() local 127 if (nSprite != nSprite2 || v4) in StompSeqCallback() 129 spritetype *pSprite2 = &sprite[nSprite2]; in StompSeqCallback() 161 …for (int nSprite2 = headspritestat[kStatThing]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2]) in StompSeqCallback() local 163 spritetype *pSprite2 = &sprite[nSprite2]; in StompSeqCallback()
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H A D | aighost.cpp | 134 …for (short nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2… in BlastSeqCallback() local 136 spritetype *pSprite2 = &sprite[nSprite2]; in BlastSeqCallback() 148 x2 += (xvel[nSprite2]*t)>>12; in BlastSeqCallback() 149 y2 += (yvel[nSprite2]*t)>>12; in BlastSeqCallback() 150 z2 += (zvel[nSprite2]*t)>>8; in BlastSeqCallback()
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H A D | aigarg.cpp | 151 …for (short nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2… in BlastSSeqCallback() local 153 spritetype *pSprite2 = &sprite[nSprite2]; in BlastSSeqCallback() 165 x2 += (xvel[nSprite2]*t)>>12; in BlastSSeqCallback() 166 y2 += (yvel[nSprite2]*t)>>12; in BlastSSeqCallback() 167 z2 += (zvel[nSprite2]*t)>>8; in BlastSSeqCallback()
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H A D | callback.cpp | 646 int nSprite2, nNextSprite; in DropVoodoo() local 647 for (nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nNextSprite) in DropVoodoo() 649 nNextSprite = nextspritestat[nSprite2]; in DropVoodoo() 650 if (nOwner == nSprite2) in DropVoodoo() 652 spritetype *pSprite2 = &sprite[nSprite2]; in DropVoodoo()
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H A D | warp.cpp | 165 int nSprite2 = gLowerLink[j]; in warpInit() local 166 if (nSprite2 >= 0) in warpInit() 168 spritetype *pSprite2 = &sprite[nSprite2]; in warpInit()
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H A D | actor.cpp | 3997 int nSprite2 = pSprite2->index; in actKickObject() local 4001 zvel[nSprite2] = mulscale(nSpeed, -0x2000, 14); in actKickObject() 5482 … for (int nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nNextSprite) in actProcessSprites() local 5485 nNextSprite = nextspritestat[nSprite2]; in actProcessSprites() 5486 spritetype *pSprite2 = &sprite[nSprite2]; in actProcessSprites() 5729 … for (int nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2]) in actProcessSprites() local 5731 spritetype *pDude = &sprite[nSprite2]; in actProcessSprites() 5758 …for (int nSprite2 = headspritestat[kStatThing]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2]) in actProcessSprites() local 5760 spritetype *pThing = &sprite[nSprite2]; in actProcessSprites() 5937 … for (int nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nNextSprite) in actProcessSprites() local [all …]
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