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Searched refs:playerNum (Results 1 – 25 of 167) sorted by relevance

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/dports/games/cgoban/cgoban-1.9.14/src/client/
H A Dplayer.c326 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
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/
H A Dgameexec.h32 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()
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H A Dgamevars.cpp458 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()
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H A Dplayer.cpp148 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
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H A Dplayer.h335 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()
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H A Dpremap.h45 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);
/dports/games/spring/spring_98.0/rts/Game/Players/
H A DPlayer.cpp30 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()
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/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/
H A Dplayer.cpp214 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()
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H A Dgameexec.h32 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()
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H A Dgamevars.cpp1062 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()
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H A Dpremap.h43 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);
H A Dsector.cpp379 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)
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H A Dplayer.h337 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()
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/world/base/
H A Dp_players.cpp90 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()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/ui/
H A Dviewcompositor.cpp54 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()
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/dports/games/spring/spring_98.0/rts/Net/
H A DGameServer.cpp569 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
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H A DNetCommands.cpp290 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()
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H A DAutohostInterface.h38 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);
H A DAutohostInterface.cpp217 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
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H A DGameServer.h118 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);
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/network/
H A Dnet_demo.cpp147 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()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/common/src/
H A Dp_user.c769 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
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/dports/games/toycars/toycars-0.3.10/toycars/src/
H A DTcPreferences.h42 …ControllerType(int playerNum) { return (1 <= playerNum && playerNum <= kNumPlayerControllerOptions… in getControllerType() argument
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/sherlock/tattoo/
H A Dtattoo_darts.cpp81 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()
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/dports/games/scummvm/scummvm-2.5.1/engines/sherlock/tattoo/
H A Dtattoo_darts.cpp81 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()
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