/dports/games/cgoban/cgoban-1.9.14/src/client/ |
H A D | player.c | 326 int args, playerNum; in updatePlayer() local 335 for (playerNum = pl->sortEnd; playerNum < pl->maxPlayers; ++playerNum) { in updatePlayer() 384 int args, playerNum; in cliPlayerList_disconnected() local 424 for (playerNum = pl->sortEnd; playerNum < pl->maxPlayers; ++playerNum) { in cliPlayerList_connected() 574 int playerNum; in cliPlayerList_playerInGame() local 592 assert((playerNum >= 0) && (playerNum < pl->maxPlayers)); in cliPlayerList_setState() 686 for (playerNum = 0; pl->players[playerNum].but != but; ++playerNum) { in matchPressed() 690 for (playerNum = 0; in matchPressed() 694 ++playerNum) { in matchPressed() 723 int playerNum; in observePressed() local [all …]
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/ |
H A D | gameexec.h | 32 int32_t VM_ExecuteEvent(int const nEventID, int const spriteNum, int const playerNum, int const nDi… 33 int32_t VM_ExecuteEvent(int const nEventID, int const spriteNum, int const playerNum); 41 static FORCE_INLINE int32_t VM_OnEvent(int nEventID, int spriteNum, int playerNum, int nDist, int32… in VM_OnEvent() argument 43 …return VM_HaveEvent(nEventID) ? VM_ExecuteEvent(nEventID, spriteNum, playerNum, nDist, nReturn) : … in VM_OnEvent() 46 static FORCE_INLINE int32_t VM_OnEvent(int nEventID, int spriteNum, int playerNum, int nDist) in VM_OnEvent() argument 48 return VM_HaveEvent(nEventID) ? VM_ExecuteEvent(nEventID, spriteNum, playerNum, nDist) : 0; in VM_OnEvent() 51 static FORCE_INLINE int32_t VM_OnEvent(int nEventID, int spriteNum = -1, int playerNum = -1) 53 return VM_HaveEvent(nEventID) ? VM_ExecuteEvent(nEventID, spriteNum, playerNum) : 0; 56 static FORCE_INLINE int32_t VM_OnEventWithReturn(int nEventID, int spriteNum, int playerNum, int32_… in VM_OnEventWithReturn() argument 58 …return VM_HaveEvent(nEventID) ? VM_ExecuteEventWithValue(nEventID, spriteNum, playerNum, nReturn) … in VM_OnEventWithReturn() [all …]
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H A D | gamevars.cpp | 458 for (int playerNum = 0; playerNum < MAXPLAYERS; ++playerNum) in Gv_ResetSystemDefaults() local 461 aplWeaponClip[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum); in Gv_ResetSystemDefaults() 463 aplWeaponReload[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum); in Gv_ResetSystemDefaults() 465 aplWeaponFireDelay[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum); in Gv_ResetSystemDefaults() 467 aplWeaponTotalTime[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum); in Gv_ResetSystemDefaults() 469 aplWeaponHoldDelay[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum); in Gv_ResetSystemDefaults() 471 aplWeaponFlags[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum); in Gv_ResetSystemDefaults() 473 aplWeaponShoots[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum); in Gv_ResetSystemDefaults() 477 aplWeaponSpawnTime[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum); in Gv_ResetSystemDefaults() 479 aplWeaponSpawn[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum); in Gv_ResetSystemDefaults() [all …]
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H A D | player.cpp | 148 if (playerNum < 0) in Proj_DoWaterTracers() 153 playerNum = 0; in Proj_DoWaterTracers() 213 if (playerNum != -1) in A_FindTargetSprite() 573 DukePlayer_t *const pPlayer = playerNum >= 0 ? g_player[playerNum].ps : NULL; in A_Shoot() 639 if (playerNum < 0) in A_Shoot() 778 if (playerNum >= 0) in A_Shoot() 795 if (playerNum >= 0) in A_Shoot() 1489 int const zOffset = (playerNum >= 0) ? g_player[playerNum].ps->pyoff : 0; in A_Shoot() 1646 ghbow_fire(playerNum); in A_DHShoot() 5184 int playerNum; in P_CheckWeapon() local [all …]
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H A D | player.h | 335 void P_GetInput(int playerNum); 337 void P_GetInputBoat(int playerNum); 345 void P_DropWeapon(int playerNum); 347 void P_FragPlayer(int playerNum); 352 void P_ProcessInput(int playerNum); 353 void P_DHProcessInput(int playerNum); 358 void P_CheckWeaponI(int playerNum); 367 void P_MadeNoise(int playerNum); 368 int P_HasKey(int sectNum, int playerNum); 388 playerNum = 0; in P_GetP() [all …]
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H A D | premap.h | 45 void P_RandomSpawnPoint(int playerNum); 46 void P_ResetInventory(int playerNum); 47 void P_ResetPlayer(int playerNum); 48 void P_ResetStatus(int playerNum); 49 void P_ResetWeapons(int playerNum);
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/dports/games/spring/spring_98.0/rts/Game/Players/ |
H A D | Player.cpp | 30 CR_MEMBER(playerNum), 45 , playerNum(-1) in CPlayer() 100 if (gu->myPlayerNum == this->playerNum) { in StartSpectating() 114 eventHandler.PlayerChanged(playerNum); in StartSpectating() 123 if (gu->myPlayerNum == this->playerNum) { in JoinTeam() 137 eventHandler.PlayerChanged(playerNum); in JoinTeam() 175 if (this->playerNum == gu->myPlayerNum) { in StartControllingUnit() 178 newControlleeUnit->fpsControlPlayer->playerNum, in StartControllingUnit() 191 if (this->playerNum == gu->myPlayerNum) { in StartControllingUnit() 223 selectedUnitsHandler.ClearNetSelect(this->playerNum); in StopControllingUnit() [all …]
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/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | player.cpp | 214 if (playerNum != -1) in A_FindTargetSprite() 799 auto const pPlayer = playerNum >= 0 ? g_player[playerNum].ps : NULL; in Proj_HandleKnee() 814 if (playerNum >= 0) in Proj_HandleKnee() 833 if (playerNum >= 0) in Proj_HandleKnee() 858 auto const pPlayer = playerNum >= 0 ? g_player[playerNum].ps : NULL; in A_ShootCustom() 886 if (playerNum >= 0) in A_ShootCustom() 907 if (playerNum >= 0) in A_ShootCustom() 991 if (playerNum >= 0) in A_ShootCustom() 1023 if (playerNum < 0) in A_ShootCustom() 1662 auto const pPlayer = playerNum >= 0 ? g_player[playerNum].ps : NULL; in A_ShootWithZvel() [all …]
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H A D | gameexec.h | 32 int32_t VM_ExecuteEvent(int const nEventID, int const spriteNum, int const playerNum, int const nDi… 33 int32_t VM_ExecuteEvent(int const nEventID, int const spriteNum, int const playerNum); 41 static FORCE_INLINE int32_t VM_OnEvent(int nEventID, int spriteNum, int playerNum, int nDist, int32… in VM_OnEvent() argument 43 …return VM_HaveEvent(nEventID) ? VM_ExecuteEvent(nEventID, spriteNum, playerNum, nDist, nReturn) : … in VM_OnEvent() 46 static FORCE_INLINE int32_t VM_OnEvent(int nEventID, int spriteNum, int playerNum, int nDist) in VM_OnEvent() argument 48 return VM_HaveEvent(nEventID) ? VM_ExecuteEvent(nEventID, spriteNum, playerNum, nDist) : 0; in VM_OnEvent() 51 static FORCE_INLINE int32_t VM_OnEvent(int nEventID, int spriteNum = -1, int playerNum = -1) 53 return VM_HaveEvent(nEventID) ? VM_ExecuteEvent(nEventID, spriteNum, playerNum) : 0; 56 static FORCE_INLINE int32_t VM_OnEventWithReturn(int nEventID, int spriteNum, int playerNum, int32_… in VM_OnEventWithReturn() argument 58 …return VM_HaveEvent(nEventID) ? VM_ExecuteEventWithValue(nEventID, spriteNum, playerNum, nReturn) … in VM_OnEventWithReturn() [all …]
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H A D | gamevars.cpp | 1062 for (int playerNum = 0; playerNum < MAXPLAYERS; ++playerNum) in Gv_ResetSystemDefaults() local 1065 aplWeaponClip[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum); in Gv_ResetSystemDefaults() 1067 aplWeaponReload[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum); in Gv_ResetSystemDefaults() 1069 aplWeaponFireDelay[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum); in Gv_ResetSystemDefaults() 1071 aplWeaponTotalTime[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum); in Gv_ResetSystemDefaults() 1073 aplWeaponHoldDelay[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum); in Gv_ResetSystemDefaults() 1075 aplWeaponFlags[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum); in Gv_ResetSystemDefaults() 1077 aplWeaponShoots[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum); in Gv_ResetSystemDefaults() 1081 aplWeaponSpawnTime[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum); in Gv_ResetSystemDefaults() 1083 aplWeaponSpawn[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum); in Gv_ResetSystemDefaults() [all …]
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H A D | premap.h | 43 void P_MoveToRandomSpawnPoint(int playerNum); 44 void P_ResetInventory(int playerNum); 45 void P_ResetMultiPlayer(int playerNum); 46 void P_ResetPlayer(int playerNum); 47 void P_ResetWeapons(int playerNum);
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H A D | sector.cpp | 379 int const playerNum = screenpeek; in G_SetupCamTile() local 1089 if (playerNum >= 0 && playerNum < ud.multimode) in G_OperateActivators() 2632 if (VM_OnEvent(EVENT_QUICKKICK,g_player[playerNum].ps->i,playerNum) == 0) 2678 if (VM_OnEvent(EVENT_INVENTORY,g_player[playerNum].ps->i,playerNum) == 0) 2693 if (VM_OnEvent(EVENT_USENIGHTVISION,g_player[playerNum].ps->i,playerNum) == 0 2708 if (VM_OnEvent(EVENT_USESTEROIDS,g_player[playerNum].ps->i,playerNum) == 0) 3065 if (VM_OnEvent(EVENT_HOLODUKEON,g_player[playerNum].ps->i,playerNum) == 0) 3091 if (VM_OnEvent(EVENT_HOLODUKEOFF,g_player[playerNum].ps->i,playerNum) == 0) 3105 if (VM_OnEvent(EVENT_USEMEDKIT,g_player[playerNum].ps->i,playerNum) == 0) 3133 if (VM_OnEvent(EVENT_USEJETPACK,g_player[playerNum].ps->i,playerNum) == 0) [all …]
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H A D | player.h | 337 void P_GetInput(int playerNum); 343 void P_DropWeapon(int playerNum); 344 int P_FindOtherPlayer(int playerNum, int32_t *pDist); 345 void P_FragPlayer(int playerNum); 347 void P_ProcessInput(int playerNum); 363 void P_SetWeaponGamevars(int playerNum, const DukePlayer_t *pPlayer); 378 int playerNum = ((uspriteptr_t)pSprite)->yvel; in P_GetP() local 381 if ((unsigned)playerNum >= MAXPLAYERS) in P_GetP() 382 playerNum = 0; in P_GetP() 383 return playerNum; in P_GetP()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/world/base/ |
H A D | p_players.cpp | 90 if(playerNum < 0 || playerNum >= DDMAXPLAYERS) in accumulator() 93 if(!accumulators[playerNum].contains(impulseId)) in accumulator() 96 return accumulators[playerNum][impulseId]; in accumulator() 125 int P_ConsoleToLocal(int playerNum) in P_ConsoleToLocal() argument 128 player_t *plr = DD_Player(playerNum); in P_ConsoleToLocal() 130 if(playerNum < 0 || playerNum >= DDMAXPLAYERS) in P_ConsoleToLocal() 135 if(playerNum == consolePlayer) in P_ConsoleToLocal() 148 if(console == playerNum) in P_ConsoleToLocal() 381 int const localPlayer = P_ConsoleToLocal(playerNum); in P_IsControlBound() 417 DENG2_UNUSED2(playerNum, impulseId); in P_IsControlBound() [all …]
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/ui/ |
H A D | viewcompositor.cpp | 54 int playerNum = 0; in DENG2_PIMPL() local 91 GLFramebuffer::Size size = R_Console3DViewRect(playerNum).size(); in DENG2_PIMPL() 180 void ViewCompositor::setPlayerNumber(int playerNum) in setPlayerNumber() argument 182 d->playerNum = playerNum; in setPlayerNumber() 201 renderFunc(d->playerNum); in renderGameView() 218 Rectanglei const view3D = R_Console3DViewRect(d->playerNum); in drawCompositedLayers() 222 displayPlayer = d->playerNum; in drawCompositedLayers() 224 R_UseViewPort(d->playerNum); in drawCompositedLayers() 255 viewdata_t const *vd = &DD_Player(d->playerNum)->viewport(); in drawCompositedLayers() 263 gx.DrawViewPort(P_ConsoleToLocal(d->playerNum), in drawCompositedLayers() [all …]
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/dports/games/spring/spring_98.0/rts/Net/ |
H A D | GameServer.cpp | 569 pckt >> playerNum; in SendDemoData() 1076 pckt >> playerNum; 1087 hostif->SendPlayerJoined(playerNum, players[playerNum].name); 1125 pckt >> playerNum; 1172 pckt >> playerNum; 1193 pckt >> playerNum; 1214 pckt >> playerNum; 1233 pckt >> playerNum; 1251 pckt >> playerNum; 1290 unsigned char playerNum; pckt >> playerNum; local [all …]
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H A D | NetCommands.cpp | 290 const unsigned char playerNum = inbuf[1]; in ClientReadNet() local 467 const unsigned char playerNum = inbuf[1]; in ClientReadNet() local 480 playerNum, player->name.c_str()); in ClientReadNet() 540 unsigned char playerNum; pckt >> playerNum; in ClientReadNet() local 568 unsigned char playerNum; pckt >> playerNum; in ClientReadNet() local 601 unsigned char playerNum; pckt >> playerNum; in ClientReadNet() local 820 boost::uint8_t playerNum; in ClientReadNet() local 821 unpack >> playerNum; in ClientReadNet() 1261 unsigned char spectator, team, playerNum; in ClientReadNet() local 1266 pckt >> playerNum; in ClientReadNet() [all …]
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H A D | AutohostInterface.h | 38 void SendGameOver(uchar playerNum, const std::vector<uchar>& winningAllyTeams); 40 void SendPlayerJoined(uchar playerNum, const std::string& name); 41 void SendPlayerLeft(uchar playerNum, uchar reason); 42 void SendPlayerReady(uchar playerNum, uchar readyState); 43 void SendPlayerChat(uchar playerNum, uchar destination, const std::string& msg); 44 void SendPlayerDefeated(uchar playerNum);
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H A D | AutohostInterface.cpp | 217 void AutohostInterface::SendGameOver(uchar playerNum, const std::vector<uchar>& winningAllyTeams) in SendGameOver() argument 223 buffer[2] = playerNum; in SendGameOver() 231 void AutohostInterface::SendPlayerJoined(uchar playerNum, const std::string& name) in SendPlayerJoined() argument 237 buffer[1] = playerNum; in SendPlayerJoined() 244 void AutohostInterface::SendPlayerLeft(uchar playerNum, uchar reason) in SendPlayerLeft() argument 246 uchar msg[3] = {PLAYER_LEFT, playerNum, reason}; in SendPlayerLeft() 251 void AutohostInterface::SendPlayerReady(uchar playerNum, uchar readyState) in SendPlayerReady() argument 253 uchar msg[3] = {PLAYER_READY, playerNum, readyState}; in SendPlayerReady() 264 buffer[1] = playerNum; in SendPlayerChat() 272 void AutohostInterface::SendPlayerDefeated(uchar playerNum) in SendPlayerDefeated() argument [all …]
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H A D | GameServer.h | 118 void KickPlayer(const int playerNum); 122 void SpecPlayer(const int playerNum); 126 void MutePlayer(const int playerNum, bool muteChat, bool muteDraw); 127 void ResignPlayer(const int playerNum); 129 bool CheckPlayersPassword(const int playerNum, const std::string& pw) const; 137 void ProcessPacket(const unsigned playerNum, boost::shared_ptr<const netcode::RawPacket> packet); 161 void PrivateMessage(int playerNum, const std::string& message);
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/network/ |
H A D | net_demo.cpp | 147 DENG2_ASSERT(playerNum >= 0 && playerNum < DDMAXPLAYERS); in Demo_PauseRecording() 148 auto &cl = *DD_Player(playerNum); in Demo_PauseRecording() 164 DENG2_ASSERT(playerNum >= 0 && playerNum < DDMAXPLAYERS); in Demo_ResumeRecording() 165 auto &cl = *DD_Player(playerNum); in Demo_ResumeRecording() 171 Demo_WriteLocalCamera(playerNum); in Demo_ResumeRecording() 184 DENG2_ASSERT(playerNum >= 0 && playerNum < DDMAXPLAYERS); in Demo_StopRecording() 185 auto &cl = *DD_Player(playerNum); in Demo_StopRecording() 195 void Demo_WritePacket(dint playerNum) in Demo_WritePacket() argument 197 DENG_UNUSED(playerNum); in Demo_WritePacket() 199 if(playerNum < 0) in Demo_WritePacket() [all …]
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/common/src/ |
H A D | p_user.c | 769 int playerNum; in P_UndoPlayerMorph() local 793 playerNum = P_GetPlayerNum(player); in P_UndoPlayerMorph() 822 if(playerNum != 0) in P_UndoPlayerMorph() 987 int playerNum; in P_PlayerThinkMove() local 994 if(playerNum) in P_PlayerThinkMove() 1580 int playerNum = player - players; in P_PlayerThinkLookYaw() local 1593 if(IS_CLIENT && playerNum != CONSOLEPLAYER) in P_PlayerThinkLookYaw() 1615 yawDelta = off - yaws[playerNum]; in P_PlayerThinkLookYaw() 1616 yaws[playerNum] = off; in P_PlayerThinkLookYaw() 1642 int playerNum = player - players; in P_PlayerThinkLookPitch() local [all …]
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/dports/games/toycars/toycars-0.3.10/toycars/src/ |
H A D | TcPreferences.h | 42 …ControllerType(int playerNum) { return (1 <= playerNum && playerNum <= kNumPlayerControllerOptions… in getControllerType() argument
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/dports/games/libretro-scummvm/scummvm-7b1e929/engines/sherlock/tattoo/ |
H A D | tattoo_darts.cpp | 81 int playerNum = 0; in playDarts() local 102 showNames(playerNum); in playDarts() 103 showStatus(playerNum); in playDarts() 135 playerNum = 0; in playDarts() 140 if (playerNum == 0) in playDarts() 165 showStatus(playerNum); in playDarts() 226 if (playerNum == 0) { in playDarts() 248 if (playerNum == 0) in playDarts() 277 playerNum ^= 1; in playDarts() 278 if (!playerNum) in playDarts() [all …]
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/dports/games/scummvm/scummvm-2.5.1/engines/sherlock/tattoo/ |
H A D | tattoo_darts.cpp | 81 int playerNum = 0; in playDarts() local 102 showNames(playerNum); in playDarts() 103 showStatus(playerNum); in playDarts() 135 playerNum = 0; in playDarts() 140 if (playerNum == 0) in playDarts() 165 showStatus(playerNum); in playDarts() 226 if (playerNum == 0) { in playDarts() 248 if (playerNum == 0) in playDarts() 277 playerNum ^= 1; in playDarts() 278 if (!playerNum) in playDarts() [all …]
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