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Searched refs:uwallptr_t (Results 1 – 10 of 10) sorted by relevance

/dports/games/NBlood/NBlood-a1689a4/source/exhumed/src/
H A Dmap.cpp126 uwallptr_t wal, wal2; in G_DrawOverheadMap()
161 for (j=startwall, wal=(uwallptr_t)&wall[startwall]; j<endwall; j++, wal++) in G_DrawOverheadMap()
179 wal2 = (uwallptr_t)&wall[wal->point2]; in G_DrawOverheadMap()
211 for (j=startwall, wal=(uwallptr_t)&wall[startwall]; j<endwall; j++, wal++) in G_DrawOverheadMap()
232 wal2 = (uwallptr_t)&wall[k]; in G_DrawOverheadMap()
/dports/games/NBlood/NBlood-a1689a4/source/build/include/
H A Dclip.h60 uwallptr_t wall;
H A Dbuild.h354 using uwallptr_t = uwalltype const *; variable
1395 static FORCE_INLINE CONSTEXPR int32_t redwallp(uwallptr_t wal) in redwallp()
/dports/games/NBlood/NBlood-a1689a4/source/build/src/
H A Dclip.cpp561 auto const wal1 = (uwallptr_t)&wall[wallnum]; in clipinsidebox()
562 auto const wal2 = (uwallptr_t)&wall[wal1->point2]; in clipinsidebox()
1058 auto uwal = (uwallptr_t)&wall[startwall]; in clipupdatesector()
1084 auto uwal = (uwallptr_t)&wall[startwall]; in clipupdatesector()
1179 auto wal = (uwallptr_t)&wall[startwall]; in clipmove()
1183 auto const wal2 = (uwallptr_t)&wall[wal->point2]; in clipmove()
1705 uwallptr_t wal; in pushmove()
2361 auto const wal = (uwallptr_t)&wall[sec->wallptr]; in hitscan_trysector()
2362 auto const wal2 = (uwallptr_t)&wall[wal->point2]; in hitscan_trysector()
2525 auto const wal = (uwallptr_t)&wall[z]; in hitscan()
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H A Dengine.cpp2084 auto const wal = (uwallptr_t)&wall[w]; in spritewallfront()
2215 static void prepwall(int32_t z, uwallptr_t wal) in prepwall()
2498 auto const wal = (uwallptr_t)&wall[wi]; in wallmost()
3740 uwallptr_t wal; in grouscan()
3770 wal = (uwallptr_t)&wall[sec->wallptr]; in grouscan()
6671 auto wal = (uwallptr_t)&wall[thewall[z]]; in renderDrawMaskedWall()
9204 auto w1 = (uwallptr_t)&wall[wallnum]; in wallvisible()
9205 auto w2 = (uwallptr_t)&wall[w1->point2]; in wallvisible()
9839 uwallptr_t wal; in renderDrawMapView()
11754 uwallptr_t wal; in cansee()
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H A Dpolymost.cpp5098 auto const wal = (uwallptr_t)&wall[sec->wallptr]; in fgetceilzofslope()
5099 auto const wal2 = (uwallptr_t)&wall[wal->point2]; in fgetceilzofslope()
5116 auto const wal = (uwallptr_t)&wall[sec->wallptr]; in fgetflorzofslope()
5117 auto const wal2 = (uwallptr_t)&wall[wal->point2]; in fgetflorzofslope()
5136 auto const wal = (uwallptr_t)&wall[sec->wallptr]; in fgetzsofslope()
5137 auto const wal2 = (uwallptr_t)&wall[wal->point2]; in fgetzsofslope()
5359 auto const wal = (uwallptr_t)&wall[wallnum]; in polymost_drawalls()
6409 uwallptr_t nwal; in polymost_drawalls()
6616 uwallptr_t wal; in polymost_scansector()
7153 auto const wal = (uwallptr_t)&wall[wallIndex]; in polymost_drawmaskwallinternal()
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H A Dbuild.cpp2469 auto const srcwal = src >= 0 ? (uwallptr_t)&wall[src] : &nullwall; in copy_some_wall_members()
2857 auto const wal1 = (uwallptr_t)&wall[B_UNBUF16(w1)]; in cmpgeomwal1()
2858 auto const wal2 = (uwallptr_t)&wall[B_UNBUF16(w2)]; in cmpgeomwal1()
6245 uwallptr_t wal0, wal1, wal0p2, wal1p2; in overheadeditor()
6339 wal0 = (uwallptr_t)&wall[outerwall[0][k]]; in overheadeditor()
6340 wal1 = (uwallptr_t)&wall[outerwall[1][k]]; in overheadeditor()
6342 wal0p2 = (uwallptr_t)&wall[wal0->point2]; in overheadeditor()
6343 wal1p2 = (uwallptr_t)&wall[wal1->point2]; in overheadeditor()
/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/
H A Dscreens.cpp327 uwallptr_t wal, wal2; in G_DrawOverheadMap()
352 for (j=startwall, wal=(uwallptr_t)&wall[startwall]; j<endwall; j++, wal++) in G_DrawOverheadMap()
369 wal2 = (uwallptr_t)&wall[wal->point2]; in G_DrawOverheadMap()
547 for (j=startwall, wal=(uwallptr_t)&wall[startwall]; j<endwall; j++, wal++) in G_DrawOverheadMap()
568 wal2 = (uwallptr_t)&wall[k]; in G_DrawOverheadMap()
H A Dplayer.cpp578 auto const hitWall = (uwallptr_t)&wall[hitData->wall]; in HandleHitWall()
672 auto const hitWall = (uwallptr_t)&wall[hitData->wall]; in P_PostFireHitscan()
783 auto const hitWall = (uwallptr_t)&wall[hitData->wall]; in Proj_CheckBlood()
1035 uwallptr_t const hitWall = (uwallptr_t)&wall[hitData.wall]; in A_ShootCustom()
1132 uwallptr_t const hitwal = (uwallptr_t)&wall[hitData.wall]; in A_ShootHardcoded()
H A Dactors.cpp300 for (auto pWall = (uwallptr_t)&wall[startWall]; w < endWall; ++w, ++pWall) in A_RadiusDamage()