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Searched refs:visspot (Results 1 – 9 of 9) sorted by relevance

/dports/games/bstone/bstone-1.1.9/src/
H A D3d_draw.cpp1071 uint8_t* tilespot, * visspot; in DrawScaleds() local
1092 if (!*statptr->visspot) { in DrawScaleds()
1143 visspot = &spotvis[0][0] + spotloc; in DrawScaleds()
1150 if (*visspot in DrawScaleds()
1151 || (*(visspot - 1) && !*(tilespot - 1)) in DrawScaleds()
1152 || (*(visspot + 1) && !*(tilespot + 1)) in DrawScaleds()
1153 || (*(visspot - 65) && !*(tilespot - 65)) in DrawScaleds()
1154 || (*(visspot - 64) && !*(tilespot - 64)) in DrawScaleds()
1155 || (*(visspot - 63) && !*(tilespot - 63)) in DrawScaleds()
1156 || (*(visspot + 65) && !*(tilespot + 65)) in DrawScaleds()
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H A D3d_act1.cpp298 spot->visspot = &spotvis[tilex][tiley]; in SpawnStatic()
407 spot->visspot = &spotvis[0][0]; in ReserveStatic()
484 spot->visspot = &spotvis[tilex][tiley]; in UseReservedStatic()
567 spot->visspot = &spotvis[tilex][tiley]; in PlaceItemType()
H A D3d_main.cpp9103 int32_t vis_index = static_cast<int32_t>(visspot - &spotvis[0][0]); in serialize()
9124 visspot = nullptr; in deserialize()
9126 visspot = &(&spotvis[0][0])[vis_index]; in deserialize()
H A D3d_def.h2236 uint8_t* visspot; member
/dports/games/rottdc/rottdc-1.0-2/rott/
H A Drt_draw.c809 byte *visspot;
933 byte *visspot; in DrawScaleds() local
1009 visspot = statptr->visspot; in DrawScaleds()
1011 (*(visspot-1)) || in DrawScaleds()
1133 if (*visspot in DrawScaleds()
1134 || ( *(visspot-1)) in DrawScaleds()
1135 || ( *(visspot+1)) in DrawScaleds()
2074 byte *visspot; in TransformPushWalls() local
2089 if (*visspot in TransformPushWalls()
2090 || ( *(visspot-1)) in TransformPushWalls()
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H A Drt_stat.h146 byte *visspot; member
H A Drt_stat.c1046 temp->visspot = &spotvis[temp->tilex][temp->tiley]; in LoadStatics()
1253 temp->visspot = &spotvis[tilex][tiley]; in SpawnStatic()
1408 temp->visspot = &spotvis[temp->tilex][temp->tiley]; in SpawnInertStatic()
H A Drt_door.c2988 tstat->visspot = &spotvis[tstat->tilex][tstat->tiley]; in Teleport()
H A Drt_actor.c4242 temp->visspot = &spotvis[temp->tilex][temp->tiley]; in TurnActorIntoSprite()