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Searched refs:nSprite2 (Results 1 – 25 of 28) sorted by relevance

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/dports/games/NBlood/NBlood-a1689a4/source/exhumed/src/
H A Dqueen.cpp229 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()
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H A Dfish.cpp104 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()
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H A Drat.cpp161 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()
H A Dmove.h68 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);
H A Drex.cpp381 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()
H A Dmummy.cpp141 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()
H A Dmove.cpp669 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()
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H A Dsnake.cpp393 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()
H A Droach.cpp210 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()
H A Dgun.cpp836 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()
H A Dra.cpp292 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()
H A Dwasp.cpp349 short nSprite2 = (nChaseVal & 0x3FFF); in FuncWasp() local
350 if (nSprite2 == nTarget) in FuncWasp()
354 runlist_DamageEnemy(nSprite2, nSprite, WaspList[nWasp].nDamage); in FuncWasp()
H A Dbullet.cpp833 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()
H A Drunlist.h85 void runlist_DamageEnemy(int nSprite, int nSprite2, short nDamage);
H A Dobject.cpp1792 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()
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H A Dplayer.cpp1164 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()
H A Drunlist.cpp1653 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()
/dports/games/NBlood/NBlood-a1689a4/source/blood/src/
H A Daitchern.cpp102 …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()
H A Daicerber.cpp118 …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()
H A Daibeast.cpp125 … 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()
H A Daighost.cpp134 …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()
H A Daigarg.cpp151 …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()
H A Dcallback.cpp646 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()
H A Dwarp.cpp165 int nSprite2 = gLowerLink[j]; in warpInit() local
166 if (nSprite2 >= 0) in warpInit()
168 spritetype *pSprite2 = &sprite[nSprite2]; in warpInit()
H A Dactor.cpp3997 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
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