Searched refs:uwallptr_t (Results 1 – 10 of 10) sorted by relevance
/dports/games/NBlood/NBlood-a1689a4/source/exhumed/src/ |
H A D | map.cpp | 126 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()
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/dports/games/NBlood/NBlood-a1689a4/source/build/include/ |
H A D | clip.h | 60 uwallptr_t wall;
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H A D | build.h | 354 using uwallptr_t = uwalltype const *; variable 1395 static FORCE_INLINE CONSTEXPR int32_t redwallp(uwallptr_t wal) in redwallp()
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/dports/games/NBlood/NBlood-a1689a4/source/build/src/ |
H A D | clip.cpp | 561 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() [all …]
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H A D | engine.cpp | 2084 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() [all …]
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H A D | polymost.cpp | 5098 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() [all …]
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H A D | build.cpp | 2469 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()
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/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | screens.cpp | 327 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()
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H A D | player.cpp | 578 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()
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H A D | actors.cpp | 300 for (auto pWall = (uwallptr_t)&wall[startWall]; w < endWall; ++w, ++pWall) in A_RadiusDamage()
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