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

/dports/games/odamex/odamex-src-0.7.0/common/
H A Dp_mobj.cpp115 visdir(0), reactiontime(0), threshold(0), player(NULL), lastlook(0), special(0), inext(NULL), in AActor()
136 movecount(other.movecount), visdir(other.visdir), reactiontime(other.reactiontime), in AActor()
188 visdir = other.visdir; in operator =()
225 special1(0), special2(0), health(0), movedir(0), movecount(0), visdir(0), in AActor()
675 if (visdir > 0) in RunThink()
681 visdir = 0; in RunThink()
684 else if (visdir < 0) in RunThink()
690 visdir = 0; in RunThink()
769 << visdir in Serialize()
836 >> visdir in Serialize()
H A Dactor.h396 char visdir; variable
/dports/games/zdoom/zdoom-2.8.1/src/g_doom/
H A Da_possessed.cpp91 self->visdir = 1; in DEFINE_ACTION_FUNCTION()
/dports/games/zdoom/zdoom-2.8.1/src/g_shared/
H A Da_action.cpp67 self->visdir = 0; in IMPLEMENT_CLASS()
184 self->visdir = 0; in DEFINE_ACTION_FUNCTION()
/dports/games/zdoom/zdoom-2.8.1/src/
H A Dp_enemy.cpp1774 self->visdir = -1; in DEFINE_ACTION_FUNCTION()
1918 self->visdir = -1; in DEFINE_ACTION_FUNCTION_PARAMS()
2171 actor->visdir = -1; in A_DoChase()
2737 self->visdir = 1; in A_Face()
2900 self->visdir = 1; in DEFINE_ACTION_FUNCTION()
H A Dp_mobj.cpp220 << visdir in Serialize()
3337 if (visdir > 0) in Tick()
3343 visdir = -1; in Tick()
3352 visdir = 1; in Tick()
3360 if (visdir > 0) in Tick()
3366 visdir = 0; in Tick()
3369 else if (visdir < 0) in Tick()
3375 visdir = 0; in Tick()
H A Dactor.h1041 SBYTE visdir; variable
H A Dp_interaction.cpp1032 target->visdir = -1; in P_DamageMobj()
/dports/math/scilab/scilab-6.1.1/scilab/modules/m2sci/macros/kernel/
H A Dnot_yet_converted.sci1262 "visdir";
/dports/games/zdoom/zdoom-2.8.1/src/thingdef/
H A Dthingdef_codeptr.cpp1624 self->visdir = 1; in DEFINE_ACTION_FUNCTION_PARAMS()