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Searched
refs:p_y
(Results
1 - 11
of
11
) sorted by relevancy
/src/games/hunt/huntd/
execute.c
200
y = pp->
p_y
;
289
if (newp->
p_y
== y && newp->p_x == x) {
311
fixshots(pp->
p_y
, pp->p_x, pp->p_over);
316
pp->
p_y
= y;
365
add_shot(shot_type[req_index], pp->
p_y
, pp->p_x, pp->p_face,
372
showexpl(pp->
p_y
, pp->p_x, shot_type[req_index]);
412
add_shot(SLIME, pp->
p_y
, pp->p_x, pp->p_face,
419
showexpl(pp->
p_y
, pp->p_x, SLIME);
draw.c
60
if (pp->p_x == x && pp->
p_y
== y)
136
y = pp->
p_y
;
184
y = pp->
p_y
;
274
if (x == rpp->p_x && y == rpp->
p_y
)
321
y = pp->
p_y
;
driver.c
679
fixshots(pp->
p_y
, pp->p_x, pp->p_over);
704
if (bp->b_x == pp->p_x && bp->b_y == pp->
p_y
)
735
(void) add_shot(len, pp->
p_y
, pp->p_x, pp->p_face, x,
754
np->
p_y
= pp->
p_y
;
760
showexpl(np->
p_y
, np->p_x, BOOT);
767
Maze[pp->
p_y
][pp->p_x] = BOOT_PAIR;
769
Maze[pp->
p_y
][pp->p_x] = BOOT;
771
fixshots(pp->
p_y
, pp->p_x,
772
Maze[pp->
p_y
][pp->p_x])
[
all
...]
hunt.h
98
int p_x,
p_y
;
member in struct:player_def
shots.c
156
Maze[pp->
p_y
][pp->p_x] = pp->p_face;
574
fixshots(pp->
p_y
, pp->p_x, pp->p_over);
577
Maze[pp->
p_y
][pp->p_x] = pp->p_over;
579
y = pp->
p_y
+ pp->p_flyy;
630
pp->
p_y
= y;
1032
if (pp->p_x == x && pp->
p_y
== y)
1118
if (pp->
p_y
== bp->b_y && pp->p_x == bp->b_x) {
1135
if (pp->
p_y
== bp->b_y && pp->p_x == bp->b_x) {
answer.c
210
pp->
p_y
= 0;
281
newpp->
p_y
= y;
368
showexpl(newpp->
p_y
, newpp->p_x, FLYER);
/src/games/phantasia/
misc.c
98
if ((circle = CIRCLE(playerp->p_x, playerp->
p_y
)) >= 1000.0) {
99
if (MAX(fabs(playerp->p_x), fabs(playerp->
p_y
)) > D_BEYOND)
119
if (playerp->p_x == 0.0 && playerp->
p_y
== 0.0)
146
quadrant += ((playerp->
p_y
>= 0.0) ? 2 : 0);
156
label, playerp->p_x, playerp->
p_y
);
411
Player.
p_y
- Player.
p_y
/ 10.0, A_SPECIFIC);
729
ynew = Player.
p_y
- ROLL(1.0, 5.0);
743
ynew = SGN(Player.
p_y
) * MAX(fabs(Player.
p_y
), D_BEYOND)
[
all
...]
phantstruct.h
32
double
p_y
; /* y coord */
member in struct:player
interplayer.c
45
&& Player.
p_y
== Other.
p_y
380
&& Enrgyvoid.ev_y == Player.
p_y
)
583
|| Circle >= CIRCLE(Other.p_x, Other.
p_y
)
594
Other.p_name, Other.p_x, Other.
p_y
);
783
temp1 = distance(Player.p_x, Enrgyvoid.ev_x, Player.
p_y
, Enrgyvoid.ev_y);
850
&& CIRCLE(temp1, temp2) < CIRCLE(Other.p_x, Other.
p_y
)
main.c
215
altercoordinates(Player.p_x, Player.
p_y
, A_FORCED); /* set some flags */
235
&& (dtemp = fabs(Player.p_x)) == fabs(Player.
p_y
)
400
sscanf(Databuf, "%lf %lf", &Player.p_x, &Player.
p_y
);
402
if (fabs(Player.p_x) > D_EXPER || fabs(Player.
p_y
) > D_EXPER)
471
y = Player.
p_y
+ MAXMOVE();
478
y = Player.
p_y
- MAXMOVE();
485
y = Player.
p_y
;
492
y = Player.
p_y
;
525
if (distance(Player.p_x, x, Player.
p_y
, y) > MAXMOVE())
590
temp = distance(Player.p_x, x, Player.
p_y
, y)
[
all
...]
gamesupport.c
116
mvprintw(6, 40, "T:Y-coord %.0f\n", playerp->
p_y
);
312
dptr = &playerp->
p_y
;
Completed in 16 milliseconds
Indexes created Fri Oct 17 23:09:53 GMT 2025