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Searched refs:xsector (Results 1 – 23 of 23) sorted by relevance

/dports/games/NBlood/NBlood-a1689a4/source/blood/src/
H A Ddb.cpp50 XSECTOR xsector[kMaxXSectors]; variable
456 xsector[nXSector].reference = nSector; in dbInsertXSector()
463 dassert(xsector[nXSector].reference >= 0); in dbDeleteXSector()
466 xsector[nXSector].reference = -1; in dbDeleteXSector()
575 xsector[nXSector].reference = i; in dbXSectorClean()
585 if (xsector[nXSector].reference != i) in dbXSectorClean()
588 memcpy(&xsector[nXSector2], &xsector[nXSector], sizeof(XSECTOR)); in dbXSectorClean()
595 int nSector = xsector[i].reference; in dbXSectorClean()
602 xsector[i].reference = -1; in dbXSectorClean()
623 xsector[i].reference = -1; in dbInit()
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H A Dsectorfx.cpp119 XSECTOR *pXSector = &xsector[nXSector]; in DoSectorLighting()
214 XSECTOR *pXSector = &xsector[i]; in UndoSectorLighting()
265 XSECTOR *pXSector = &xsector[nXSector]; in DoSectorPanning()
349 XSECTOR *pXSector = &xsector[nXSector]; in InitSectorFX()
H A Daigilbst.cpp101 pXSector = &xsector[nXSector]; in thinkGoto()
126 pXSector = &xsector[nXSector]; in thinkChase()
148 pXSector = &xsector[nXSector]; in thinkChase()
162 pXSector = &xsector[nXSector]; in thinkChase()
188 pXSector = &xsector[nXSector]; in thinkChase()
232 pXSector = &xsector[nXSector]; in thinkChase()
H A Daicaleb.cpp110 pXSector = &xsector[nXSector]; in thinkGoto()
135 pXSector = &xsector[nXSector]; in thinkChase()
157 pXSector = &xsector[nXSector]; in thinkChase()
174 pXSector = &xsector[nXSector]; in thinkChase()
200 pXSector = &xsector[nXSector]; in thinkChase()
244 pXSector = &xsector[nXSector]; in thinkChase()
H A Daibeast.cpp209 pXSector = &xsector[nXSector]; in thinkGoto()
234 pXSector = &xsector[nXSector]; in thinkChase()
256 pXSector = &xsector[nXSector]; in thinkChase()
270 pXSector = &xsector[nXSector]; in thinkChase()
297 pXSector = &xsector[nXSector]; in thinkChase()
335 pXSector = &xsector[nXSector]; in thinkChase()
379 pXSector = &xsector[nXSector]; in thinkChase()
H A Dloadsave.cpp341 memset(xsector, 0, sizeof(xsector)); in Load()
346 Read(&xsector[nXSector], sizeof(XSECTOR)); in Load()
458 Write(&xsector[nXSector], sizeof(XSECTOR)); in Save()
H A Dtriggers.cpp214 return xsector[nXIndex].busy; in GetSourceBusy()
846 XSECTOR *pXSector = &xsector[nXSector]; in TranslateSector()
1063 XSECTOR *pXSector = &xsector[nXSector]; in VCrushBusy()
1102 XSECTOR *pXSector = &xsector[nXSector]; in VSpriteBusy()
1151 XSECTOR *pXSector = &xsector[nXSector]; in VDoorBusy()
1251 XSECTOR *pXSector = &xsector[nXSector]; in HDoorBusy()
1279 XSECTOR *pXSector = &xsector[nXSector]; in RDoorBusy()
1306 XSECTOR *pXSector = &xsector[nXSector]; in StepRotateBusy()
1340 XSECTOR *pXSector = &xsector[nXSector]; in GenSectorBusy()
1359 XSECTOR *pXSector = &xsector[nXSector]; in PathBusy()
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H A Deventq.cpp82 return xsector[nXIndex].rxID; in GetBucketChannel()
273 if (nXSector > 0 && xsector[nXSector].rxID > 0) in evInit()
329 return xsector[nXIndex].state; in evGetSourceState()
H A Dmapedit.cpp611 XSECTOR* pXSector = &xsector[nXSector]; in TrackSector()
1221 if (xsector[nXSector].marker0 < 0) in cleanUp()
1295 xsector[nXSector].marker0 = -1; in cleanUp()
1296 xsector[nXSector].marker1 = -1; in cleanUp()
2275 t[xsector[nXSector].txID] = 1; in sub_1BE80()
2276 t[xsector[nXSector].rxID] = 1; in sub_1BE80()
2523 XSECTOR* pXSector = &xsector[nXSector]; in XSectorControlSet()
2589 XSECTOR* pXSector = &xsector[nXSector]; in XSectorControlRead()
2848 lt &= ~(int)(xsector[nXSector].rxID<=0); in ExtGetSectorCaption()
2864 if (xsector[nXSector].panVel) in ExtGetSectorCaption()
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H A Dnnexts.cpp700 … if (!sectRangeIsFine(xsector[i].reference) || xsector[i].txID != pXSprite->rxID) continue; in nnExtInitModernStuff()
705 pCond->obj[count].index = xsector[i].reference; in nnExtInitModernStuff()
706 pCond->obj[count++].cmd = xsector[i].command; in nnExtInitModernStuff()
1293 uwater = xsector[sector[nSector].extra].Underwater; in debrisMove()
1294 depth = xsector[sector[nSector].extra].Depth; in debrisMove()
1481 xsector[sector[pSource->sectnum].extra].windVel = 0; in windGenStopWindOnSectors()
2468 pXSector = &xsector[pSector->extra]; in useSectorWindGen()
4083 XSECTOR* pXSector = &xsector[sector[nSector].extra]; in sectorPauseMotion()
4103 XSECTOR* pXSector = &xsector[sector[nSector].extra]; in sectorContinueMotion()
5922 xsector[sector[objIndex].extra].data = value; in setDataValueOfObject()
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H A Dai.cpp165 pXSector = &xsector[nXSector]; in CanMove()
244 …if ((nXSector < 0 || (!xsector[nXSector].Underwater && !xsector[nXSector].Depth)) && floorZ - bott… in CanMove()
544 pXSector = &xsector[sector[pSprite->sectnum].extra]; in aiActivateDude()
1315 pXSector = &xsector[sector[pSprite->sectnum].extra]; in RecoilDude()
1567 pXSector = &xsector[nXSector]; in aiInitSprite()
H A Dseq.cpp248 int nSector = xsector[nXSector].reference; in UpdateFloor()
261 int nSector = xsector[nXSector].reference; in UpdateCeiling()
H A Ddb.h286 extern XSECTOR xsector[kMaxXSectors];
H A Dplayer.cpp1299 if (*a3 > 0 && xsector[*a3].Wallpush) in ActionScan()
1307 if (*a3 > 0 && xsector[*a3].Push) in ActionScan()
1314 if (*a3 > 0 && xsector[*a3].Push) in ActionScan()
1499 XSECTOR *pXSector = &xsector[a3]; in ProcessInput()
2114 if (nXSector > 0 && xsector[nXSector].Exit) in playerDamageSprite()
2115 trTriggerSector(pSprite->sectnum, &xsector[nXSector], kCmdSectorExit); in playerDamageSprite()
H A Dactor.cpp2397 if (nXSector > 0 && xsector[nXSector].Underwater) in IsUnderwaterSector()
3677 pXSector = &xsector[pSector->extra]; in actHitcodeToData()
4012 pXSector = &xsector[pSector->extra]; in actTouchFloor()
4358 XSECTOR *pXSector = &xsector[nXSector]; in actAirDrag()
4673 pXSector = &xsector[nXSector]; in MoveDude()
4695 XSECTOR *pXSector = &xsector[sector[nSector].extra]; in MoveDude()
5077 if (nXSector > 0 && xsector[nXSector].Underwater) in MoveDude()
5435 if (xsector[nXSector].Underwater) in IsUnderWater()
5560 dassert(xsector[nXSector].reference == nSector); in actProcessSprites()
5561 pXSector = &xsector[nXSector]; in actProcessSprites()
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H A Dview.cpp728 XSECTOR *pXSector = &xsector[nXSector]; in fakeMoveDude()
852 if (nXSector > 0 && xsector[nXSector].Underwater) in fakeMoveDude()
878 XSECTOR *pXSector = &xsector[nXSector]; in fakeActAirDrag()
906 dassert(xsector[nXSector].reference == nSector); in fakeActProcessSprites()
907 pXSector = &xsector[nXSector]; in fakeActProcessSprites()
2365 XSECTOR const *pXSector = nXSector >= 0 ? &xsector[nXSector] : NULL; in viewApplyDefaultPal()
2549 pXSector = &xsector[pSector->extra]; in viewProcessSprites()
3663 XSECTOR *pXSector = &xsector[pSector->extra]; in viewDrawScreen()
H A Dgameutil.cpp693 XSECTOR *pXSector = &xsector[sector[nSector].extra]; in GetZRange()
735 XSECTOR *pXSector = &xsector[sector[nSector].extra]; in GetZRangeAtXYZ()
H A Dcallback.cpp369 XSECTOR *pXSector = &xsector[sector[nSector].extra]; in CounterCheck()
H A Daiunicult.cpp1182 …return ((sector[pSprite->sectnum].extra >= 0 && xsector[sector[pSprite->sectnum].extra].Underwater) in spriteIsUnderwater()
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/heretic/src/
H A Dp_spec.cpp822 xsector_t *xsector = P_ToXSector(sector); in P_PlayerInWindSector() local
824 switch(xsector->special) in P_PlayerInWindSector()
831 P_Thrust(player, 0, pushTab[xsector->special - 20]); in P_PlayerInWindSector()
839 P_Thrust(player, ANG90, pushTab[xsector->special - 25]); in P_PlayerInWindSector()
847 P_Thrust(player, ANG270, pushTab[xsector->special - 30]); in P_PlayerInWindSector()
855 P_Thrust(player, ANG180, pushTab[xsector->special - 35]); in P_PlayerInWindSector()
/dports/math/p5-Math-Polygon/Math-Polygon-1.10/lib/Math/Polygon/
H A DClip.pm121 my $xsector = $point->[0] < $bbox->[0] ? 0
127 $ysector * 3 + $xsector;
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/common/src/world/
H A Dp_mapsetup.cpp441 xsector_t *xsector = P_ToXSector(Sector_AtPoint_FixedPrecision(spot->origin)); in initMapSpots() local
443 xsector->seqType = seqtype_t(spot->doomEdNum - 1400); in initMapSpots()
H A Dp_xgsec.cpp2869 xsector_t *xsector = P_ToXSector(sector); in XS_Thinker() local
2874 if(!xsector) return; // Not an xsector? Most perculiar... in XS_Thinker()
2876 xg = xsector->xg; in XS_Thinker()