/dports/games/NBlood/NBlood-a1689a4/source/sw/src/ |
H A D | actor.cpp | 289 SECT_USERp sectu = SectUser[sp->sectnum]; in DoDebrisCurrent() local 293 nx = DIV4(sectu->speed) * (int) sintable[NORM_ANGLE(sectu->ang + 512)] >> 14; in DoDebrisCurrent() 294 ny = DIV4(sectu->speed) * (int) sintable[sectu->ang] >> 14; in DoDebrisCurrent() 305 nx = DIV4(sectu->speed) * (int) sintable[NORM_ANGLE(sectu->ang + rang + 512)] >> 14; in DoDebrisCurrent() 306 ny = DIV4(sectu->speed) * (int) sintable[NORM_ANGLE(sectu->ang + rang)] >> 14; in DoDebrisCurrent() 319 SECT_USERp sectu = SectUser[sp->sectnum]; in DoActorSectorDamage() local 325 if (sectu && sectu->damage) in DoActorSectorDamage() 327 if (TEST(sectu->flags, SECTFU_DAMAGE_ABOVE_SECTOR)) in DoActorSectorDamage() 332 u->Health -= sectu->damage; in DoActorSectorDamage() 347 u->Health -= sectu->damage; in DoActorSectorDamage()
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H A D | sprite.cpp | 899 SECT_USERp sectu; in GetSectUser() local 906 ASSERT(sectu != NULL); in GetSectUser() 908 return sectu; in GetSectUser() 1944 SECT_USERp sectu; in SpriteSetup() local 1975 sectu->depth = sp->lotag; in SpriteSetup() 1985 sectu->speed = sp->lotag; in SpriteSetup() 1986 sectu->ang = sp->ang; in SpriteSetup() 1996 sectu->number = sp->lotag; in SpriteSetup() 2241 SECT_USERp sectu; in SpriteSetup() local 7229 if (sectu && sectu->depth) in MissileWaterAdjust() [all …]
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H A D | sector.cpp | 334 SECT_USERp sectu; in SectorLiquidSet() local 344 sectu = GetSectUser(i); in SectorLiquidSet() 350 sectu = GetSectUser(i); in SectorLiquidSet() 356 sectu = GetSectUser(i); in SectorLiquidSet() 362 sectu = GetSectUser(i); in SectorLiquidSet() 368 sectu = GetSectUser(i); in SectorLiquidSet() 371 if (!sectu->damage) in SectorLiquidSet() 372 sectu->damage = 40; in SectorLiquidSet() 2313 PlayerUpdateHealth(pp, -sectu->damage); in PlayerTakeSectorDamage() 2718 SECT_USERp sectu; in PlayerOperateEnv() local [all …]
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H A D | save.cpp | 230 SECT_USERp sectu; in SaveGame() local 361 sectu = SectUser[i]; in SaveGame() 363 if (sectu) in SaveGame() 368 MWRITE(sectu,sizeof(SECT_USER),1,fil); in SaveGame() 760 SECT_USERp sectu; in LoadGame() local 884 SectUser[sectnum] = sectu = (SECT_USERp)CallocMem(sizeof(SECT_USER), 1); in LoadGame() 885 MREAD(sectu,sizeof(SECT_USER),1,fil); in LoadGame()
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H A D | rooms.cpp | 490 SECT_USERp sectu = SectUser[NORM_SECTOR(florhit)]; in WaterAdjust() local 492 if (sectu && sectu->depth) in WaterAdjust() 493 *loz += Z(sectu->depth); in WaterAdjust()
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H A D | player.cpp | 1836 SECT_USERp sectu; in SlipSlope() local 3840 SECT_USERp sectu = SectUser[pp->cursectnum]; in DoPlayerFall() local 4993 SECT_USERp sectu = SectUser[pp->cursectnum]; in DoPlayerWarpToUnderwater() local 5009 SectUser[over_sp->sectnum]->number == sectu->number) in DoPlayerWarpToUnderwater() 5068 SECT_USERp sectu = SectUser[pp->cursectnum]; in DoPlayerWarpToSurface() local 5387 SECT_USERp sectu = SectUser[pp->cursectnum]; in DoPlayerDive() local 5477 if (sectu && (sectu->number == 0 || TEST(sectu->flags, SECTFU_CANT_SURFACE))) in DoPlayerDive() 5586 SECT_USERp sectu = SectUser[pp->cursectnum]; in DoPlayerCurrent() local 5589 if (!sectu) in DoPlayerCurrent() 5592 xvect = sectu->speed * synctics * (int) sintable[NORM_ANGLE(sectu->ang + 512)] >> 4; in DoPlayerCurrent() [all …]
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H A D | zombie.cpp | 826 SECT_USERp sectu = SectUser[sp->sectnum]; in SpawnZombie2() local 834 if (sectu && (TEST(sectp->extra, SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)) in SpawnZombie2()
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H A D | game.cpp | 1549 SECT_USERp *sectu; in TerminateLevel() local 1600 for (sectu = &SectUser[0]; in TerminateLevel() 1601 sectu < &SectUser[MAXSECTORS]; in TerminateLevel() 1602 sectu++) in TerminateLevel() 1604 if (*sectu) in TerminateLevel() 1608 FreeMem(*sectu); in TerminateLevel() 1609 *sectu = NULL; in TerminateLevel()
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H A D | track.cpp | 2599 SECT_USERp sectu; in DoTrack() local 2603 sectu = SectUser[*sectp - sector]; in DoTrack() 2605 if (sectu && sectu->stag == SECT_SO_FORM_WHIRLPOOL) in DoTrack() 2607 AnimSet(&(*sectp)->floorz, (*sectp)->floorz + Z(sectu->height), 128); in DoTrack() 2608 (*sectp)->floorshade += sectu->height/6; in DoTrack()
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H A D | draw.cpp | 828 SECT_USERp sectu = SectUser[tsp->sectnum]; in analyzesprites() local 833 if (sectu && TEST(sectu->flags, SECTFU_DONT_COPY_PALETTE)) in analyzesprites()
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H A D | weapon.cpp | 19777 SECT_USERp sectu = SectUser[*sectnum]; in WarpToUnderwater() local 19784 if (sectu->number == 0) in WarpToUnderwater() 19849 SECT_USERp sectu = SectUser[*sectnum]; in WarpToSurface() local 19857 if (sectu->number == 0) in WarpToSurface() 19922 SECT_USERp sectu = SectUser[sp->sectnum]; in SpriteWarpToUnderwater() local 19929 if (sectu->number == 0) in SpriteWarpToUnderwater() 20000 SECT_USERp sectu = SectUser[sp->sectnum]; in SpriteWarpToSurface() local 20008 if (sectu->number == 0) in SpriteWarpToSurface() 20086 SECT_USERp sectu = SectUser[sp->sectnum]; in SpawnSplash() local 20125 SECT_USERp sectu; in SpawnSplashXY() local [all …]
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H A D | panel.cpp | 7468 SECT_USERp sectu = nullptr; in pDisplaySprites() local 7472 sectu = SectUser[pp->cursectnum]; in pDisplaySprites() 7478 if (sectu && TEST(sectu->flags, SECTFU_DONT_COPY_PALETTE)) in pDisplaySprites() 7507 if (sectu && TEST(sectu->flags, SECTFU_DONT_COPY_PALETTE)) in pDisplaySprites()
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/dports/games/jfsw/jfsw-c434002/src/ |
H A D | actor.c | 287 SECT_USERp sectu = SectUser[sp->sectnum]; in DoDebrisCurrent() local 291 nx = DIV4(sectu->speed) * (int) sintable[NORM_ANGLE(sectu->ang + 512)] >> 14; in DoDebrisCurrent() 292 ny = DIV4(sectu->speed) * (int) sintable[sectu->ang] >> 14; in DoDebrisCurrent() 303 nx = DIV4(sectu->speed) * (int) sintable[NORM_ANGLE(sectu->ang + rang + 512)] >> 14; in DoDebrisCurrent() 304 ny = DIV4(sectu->speed) * (int) sintable[NORM_ANGLE(sectu->ang + rang)] >> 14; in DoDebrisCurrent() 317 SECT_USERp sectu = SectUser[sp->sectnum]; in DoActorSectorDamage() local 323 if (sectu && sectu->damage) in DoActorSectorDamage() 325 if (TEST(sectu->flags, SECTFU_DAMAGE_ABOVE_SECTOR)) in DoActorSectorDamage() 330 u->Health -= sectu->damage; in DoActorSectorDamage() 346 u->Health -= sectu->damage; in DoActorSectorDamage()
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H A D | sprite.c | 899 SECT_USERp sectu; in GetSectUser() local 906 ASSERT(sectu != NULL); in GetSectUser() 908 return (sectu); in GetSectUser() 1943 SECT_USERp sectu; in SpriteSetup() local 1974 sectu->depth = sp->lotag; in SpriteSetup() 1984 sectu->speed = sp->lotag; in SpriteSetup() 1985 sectu->ang = sp->ang; in SpriteSetup() 2247 SECT_USERp sectu; in SpriteSetup() local 2358 SECT_USERp sectu; in SpriteSetup() local 2423 SECT_USERp sectu; in SpriteSetup() local [all …]
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H A D | sector.c | 429 SECT_USERp sectu; in SectorLiquidSet() local 439 sectu = GetSectUser(i); in SectorLiquidSet() 445 sectu = GetSectUser(i); in SectorLiquidSet() 451 sectu = GetSectUser(i); in SectorLiquidSet() 457 sectu = GetSectUser(i); in SectorLiquidSet() 463 sectu = GetSectUser(i); in SectorLiquidSet() 466 if (!sectu->damage) in SectorLiquidSet() 467 sectu->damage = 40; in SectorLiquidSet() 1128 SECT_USERp sectu = SectUser[sectnum]; in SectorExp() local 2425 PlayerUpdateHealth(pp, -sectu->damage); in PlayerTakeSectorDamage() [all …]
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H A D | save.c | 218 SECT_USERp sectu; in SaveGame() local 352 sectu = SectUser[i]; in SaveGame() 354 if (sectu) in SaveGame() 359 MWRITE(sectu,sizeof(SECT_USER),1,fil); in SaveGame() 747 SECT_USERp sectu; in LoadGame() local 878 SectUser[sectnum] = sectu = (SECT_USERp)CallocMem(sizeof(SECT_USER), 1); in LoadGame() 879 MREAD(sectu,sizeof(SECT_USER),1,fil); in LoadGame()
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H A D | rooms.c | 503 SECT_USERp sectu = SectUser[NORM_SECTOR(florhit)]; in WaterAdjust() local 505 if (sectu && sectu->depth) in WaterAdjust() 506 *loz += Z(sectu->depth); in WaterAdjust()
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H A D | player.c | 1800 SECT_USERp sectu = SectUser[pp->cursectnum]; in SlipSlope() local 1802 …if (!sectu || !TEST(sectu->flags, SECTFU_SLIDE_SECTOR) || !TEST(sector[pp->cursectnum].floorstat, … in SlipSlope() 3754 SECT_USERp sectu = SectUser[pp->cursectnum]; in DoPlayerFall() local 4921 SECT_USERp sectu = SectUser[pp->cursectnum]; in DoPlayerWarpToUnderwater() local 4997 SECT_USERp sectu = SectUser[pp->cursectnum]; in DoPlayerWarpToSurface() local 5327 SECT_USERp sectu = SectUser[pp->cursectnum]; in DoPlayerDive() local 5417 if (sectu && (sectu->number == 0 || TEST(sectu->flags, SECTFU_CANT_SURFACE))) in DoPlayerDive() 5528 SECT_USERp sectu = SectUser[pp->cursectnum]; in DoPlayerCurrent() local 5531 if (!sectu) in DoPlayerCurrent() 5534 xvect = sectu->speed * synctics * (int) sintable[NORM_ANGLE(sectu->ang + 512)] >> 4; in DoPlayerCurrent() [all …]
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H A D | zombie.c | 826 SECT_USERp sectu = SectUser[sp->sectnum]; in SpawnZombie2() local 834 if (sectu && (TEST(sectp->extra, SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)) in SpawnZombie2()
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H A D | game.c | 1499 SECT_USERp *sectu; in TerminateLevel() local 1550 for (sectu = &SectUser[0]; in TerminateLevel() 1551 sectu < &SectUser[MAXSECTORS]; in TerminateLevel() 1552 sectu++) in TerminateLevel() 1554 if (*sectu) in TerminateLevel() 1558 FreeMem(*sectu); in TerminateLevel() 1559 *sectu = NULL; in TerminateLevel()
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H A D | track.c | 2596 SECT_USERp sectu; in DoTrack() local 2600 sectu = SectUser[*sectp - sector]; in DoTrack() 2602 if (sectu && sectu->stag == SECT_SO_FORM_WHIRLPOOL) in DoTrack() 2604 AnimSet(&(*sectp)->floorz, (*sectp)->floorz + Z(sectu->height), 128); in DoTrack() 2605 (*sectp)->floorshade += sectu->height/6; in DoTrack()
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H A D | weapon.c | 19981 SECT_USERp sectu = SectUser[*sectnum]; in WarpToUnderwater() local 19988 if (sectu->number == 0) in WarpToUnderwater() 20053 SECT_USERp sectu = SectUser[*sectnum]; in WarpToSurface() local 20061 if (sectu->number == 0) in WarpToSurface() 20126 SECT_USERp sectu = SectUser[sp->sectnum]; in SpriteWarpToUnderwater() local 20133 if (sectu->number == 0) in SpriteWarpToUnderwater() 20204 SECT_USERp sectu = SectUser[sp->sectnum]; in SpriteWarpToSurface() local 20212 if (sectu->number == 0) in SpriteWarpToSurface() 20290 SECT_USERp sectu = SectUser[sp->sectnum]; in SpawnSplash() local 20329 SECT_USERp sectu; in SpawnSplashXY() local [all …]
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H A D | draw.c | 813 SECT_USERp sectu = SectUser[tsp->sectnum]; in analyzesprites() local 818 if (sectu && TEST(sectu->flags, SECTFU_DONT_COPY_PALETTE)) in analyzesprites()
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H A D | panel.c | 7243 SECT_USERp sectu = SectUser[pp->cursectnum]; in pDisplaySprites() local 7388 SECT_USERp sectu = SectUser[pp->cursectnum]; in pDisplaySprites() local 7389 if (sectu && TEST(sectu->flags, SECTFU_DONT_COPY_PALETTE)) in pDisplaySprites() 7417 if (sectu && TEST(sectu->flags, SECTFU_DONT_COPY_PALETTE)) in pDisplaySprites()
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