Searched refs:numWalls (Results 1 – 9 of 9) sorted by relevance
/dports/games/sdb/sdb-1.0.2/src/ |
H A D | objects.cpp | 455 int numWalls = currLevel.grid[cell].wall.size(); in wallCollisionDetect() local 462 for (int i = 0; i < numWalls + 4*currLevel.grid[cell].door.size(); i++) in wallCollisionDetect() 466 if (i < numWalls) in wallCollisionDetect() 469 currWall = &currLevel.door[currLevel.grid[cell].door[(i-numWalls)/4]].sides[(i-numWalls)%4]; in wallCollisionDetect() 475 if (i >= numWalls) in wallCollisionDetect() 476 …currLevel.door[currLevel.grid[cell].door[(i-numWalls)/4]].detect(pos, (type == ENT_PLAYER) ? keys … in wallCollisionDetect() 1992 int numWalls = currLevel.wall.size(); in wallCollisionDetect() local 1999 for (int i = 0; i < numWalls + 4*currLevel.door.size(); i++) in wallCollisionDetect() 2003 if (i < numWalls) in wallCollisionDetect() 2006 currWall = &currLevel.door[(i-numWalls)/4].sides[(i-numWalls)%4]; in wallCollisionDetect()
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H A D | level.h | 89 int numWalls() { return wall.size(); } in numWalls() function
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H A D | game.cpp | 414 int numWalls = currLevel.grid[cell].wall.size(); in hasLineOfSight() local 417 … for (int i = 0; i < numWalls + ((includeDoors) ? 4*currLevel.grid[cell].door.size() : 0); i++) in hasLineOfSight() 419 if (i < numWalls) in hasLineOfSight() 422 … currWall = &currLevel.door[currLevel.grid[cell].door[(i-numWalls)/4]].sides[(i-numWalls)%4]; in hasLineOfSight()
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H A D | level.cpp | 100 int numWalls = 0; in readLevelData() local 218 wall[numWalls + i].normal.neg(); in readLevelData() 220 numWalls += tempWalls.size(); in readLevelData()
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/dports/games/warzone2100/warzone2100/src/ |
H A D | visibility.cpp | 93 int numWalls; // Whether the LOS has hit a wall member 377 help->numWalls++; in rayLOSCallback() 578 *gNumWalls = help.numWalls; in visibleObject() 609 int numWalls = 0; in visGetBlockingWall() local 613 gNumWalls = &numWalls; in visGetBlockingWall() 622 if (numWalls > 0) in visGetBlockingWall()
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/dports/games/zdoom/zdoom-2.8.1/src/ |
H A D | p_buildmap.cpp | 252 int numRevisions, numWalls, numsprites, skyLen, visibility, parallaxType; in P_LoadBloodMap() local 277 numWalls = LittleShort(*(WORD *)(infoBlock + 33)); in P_LoadBloodMap() 297 walltype *bwal = new walltype[numWalls]; in P_LoadBloodMap() 322 for (i = 0; i < numWalls; ++i) in P_LoadBloodMap() 367 LoadWalls (bwal, numWalls, bsec); in P_LoadBloodMap()
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/dports/games/scummvm/scummvm-2.5.1/engines/hadesch/rooms/ |
H A D | minotaur.cpp | 509 int numWalls = line.substr(cur).asUint64(); in readLabStream() local 515 for (int j = 0; j < numWalls; j++) { in readLabStream()
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/dports/games/libretro-scummvm/scummvm-7b1e929/engines/access/ |
H A D | room.cpp | 492 int numWalls = READ_LE_UINT16(&header[6]); in loadPlayField() local 494 _plotter.load(playData->_stream, numWalls, numBlocks); in loadPlayField()
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/dports/games/scummvm/scummvm-2.5.1/engines/access/ |
H A D | room.cpp | 494 int numWalls = READ_LE_UINT16(&header[6]); in loadPlayField() local 496 _plotter.load(playData->_stream, numWalls, numBlocks); in loadPlayField()
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