Home
last modified time | relevance | path

Searched refs:roomAbove (Results 1 – 11 of 11) sorted by relevance

/dports/games/OpenLara/OpenLara-b4b19f2/src/
H A Dcollision.h13 int room, roomAbove, roomBelow; member
91 inf.roomAbove = info.roomAbove; in checkHeight()
122 while (s->ceiling * 256 > pos.y && s->roomAbove != TR::NO_ROOM) { in getFloor()
123 roomIndex = s->roomAbove; in getFloor()
H A Dcharacter.h94 if (sector && sector->roomAbove != TR::NO_ROOM) in getLightRoom()
95 return level->rooms[sector->roomAbove]; in getLightRoom()
H A Dcontroller.h248 info.roomAbove = s.roomAbove; in getFloorInfo()
267 …while (sAbove->roomAbove != TR::NO_ROOM) sAbove = &level->getSector(sAbove->roomAbove, x, z, dx, d… in getFloorInfo()
939 else if (py < info.ceiling && info.roomAbove != TR::NO_ROOM) in trace()
940 room = info.roomAbove; in trace()
959 if (info.roomAbove != TR::NO_ROOM) in trace()
960 room = info.roomAbove; in trace()
H A Dcache.h477 if (s.roomAbove != TR::NO_ROOM && !level->rooms[s.roomAbove].flags.water) { in init()
505 … bool hasWater = s.roomAbove != TR::NO_ROOM && !level->rooms[s.roomAbove].flags.water; in init()
507 TR::Room &rt = level->rooms[s.roomAbove]; in init()
H A Ddebug.h308 if (info.roomAbove == TR::NO_ROOM) rc[i].y = c[i].y;
722 … %d, roomNext = %d, height = %d", info.floorIndex, info.roomBelow, info.roomAbove, info.roomNext, … in info()
H A Dlara.h1768 int roomAbove = info.roomAbove; in waterOut() local
1769 if (roomAbove == TR::NO_ROOM) in waterOut()
1772 getFloorInfo(roomAbove, dst, info); in waterOut()
1782 roomIndex = roomAbove; in waterOut()
3480 if (info.roomAbove != TR::NO_ROOM && info.floor >= pos.y - LARA_HANG_OFFSET) in updateVelocity()
3481 getFloorInfo(info.roomAbove, p, info); in updateVelocity()
H A Dformat.h1868 uint8 roomAbove; // 255 if none member
3031 int roomNext, roomBelow, roomAbove; member
4214 stream.read(s.roomAbove); in readSAT()
5430 stream.read(s.roomAbove); in readRoom()
6747 while (sector->roomAbove != NO_ROOM && y < sector->ceiling * 256) { in getSector()
6748 Room &room = rooms[roomIndex = sector->roomAbove]; in getSector()
6855 while (sector->roomAbove != NO_ROOM) { in getCeiling()
6856 Room &room = rooms[sector->roomAbove]; in getCeiling()
6943 while (sector->roomAbove != NO_ROOM) { in getWaterLevelSector()
6944 room = &rooms[sector->roomAbove]; in getWaterLevelSector()
[all …]
H A Dmesh.h781 if (s.roomAbove != TR::NO_ROOM) in calcWaterLevel()
782 value = min( value, calcWaterLevel(s.roomAbove, flip) ); in calcWaterLevel()
818 if (isWaterSurface(yt, s.roomAbove, room.flags.water) || in roomRemoveWaterSurfaces()
H A Dobjects.h715 s.roomAbove = TR::NO_ROOM; in set()
1650 room = s.roomAbove; in Bubble()
/dports/games/OpenLara/OpenLara-b4b19f2/src/platform/gba/
H A Dlevel.h575 while (sector->roomAbove != NO_ROOM && pos->y < (sector->ceiling << 8)) { in getRoomIndex()
576 roomIndex = sector->roomAbove; in getRoomIndex()
H A Dcommon.h226 uint8 roomAbove; member