Searched refs:wall_mask (Results 1 – 3 of 3) sorted by relevance
253 local wall_mask255 …wall_mask = { wall = true, connected = true, dir = (adj_exit + 1) % 4, cell = cell, exit_cell = ad…257 wall_mask = { wall = true }259 room.mask_grid[m][n] = wall_mask268 local wall_mask = room.mask_grid[m][n]269 if wall_mask.connected then270 local cell = wall_mask.exit_cell272 ….space or (has_exits and not cell.exit and not (room.has_orient and room.tags[wall_mask.dir])) then275 wall_mask.cell.open = is_open276 if not is_open then wall_mask.connected = false[all …]
355 laser.wall_mask = 0; in InitGame()1979 laser.wall_mask = mask; in HitAbsorbingWalls()2005 laser.wall_mask = mask; in HitAbsorbingWalls()2082 int wall_mask = Store2[x][y]; in MeltIce() local2131 int wall_mask = Store2[x][y]; in GrowAmoeba() local3193 Store2[ELX][ELY] = laser.wall_mask; in GameActions()3274 if (laser.wall_mask & (1 << i)) in GameActions()3291 if (laser.wall_mask & (1 << i)) in GameActions()3316 dm = laser.wall_mask; in GameActions()3323 int wall_mask = laser.wall_mask; in GameActions() local[all …]
372 int wall_mask; member