Searched refs:pPSprite (Results 1 – 2 of 2) sorted by relevance
316 spritetype *pPSprite = pPlayer->pSprite; in UpdateAimVector() local317 int x = pPSprite->x; in UpdateAimVector()318 int y = pPSprite->y; in UpdateAimVector()321 aim.dx = Cos(pPSprite->ang)>>16; in UpdateAimVector()322 aim.dy = Sin(pPSprite->ang)>>16; in UpdateAimVector()333 if (pSprite == pPSprite) in UpdateAimVector()354 int lx = x + mulscale30(Cos(pPSprite->ang), nDist); in UpdateAimVector()355 int ly = y + mulscale30(Sin(pPSprite->ang), nDist); in UpdateAimVector()404 int lx = x + mulscale30(Cos(pPSprite->ang), nDist); in UpdateAimVector()405 int ly = y + mulscale30(Sin(pPSprite->ang), nDist); in UpdateAimVector()[all …]
3730 PLAYER *pPSprite = &gPlayer[gMe->pSprite->type-kDudePlayer1]; in viewDrawScreen() local3731 if (IsPlayerSprite(gMe->pSprite) && pPSprite->hand == 1) in viewDrawScreen()