|
UFO: Alien Invasion
|

Go to the source code of this file.
Macros | |
| #define | EYE_STAND 15 |
| #define | EYE_CROUCH 3 |
| #define | PLAYER_STAND 20 |
| #define | PLAYER_CROUCH 5 |
| #define | PLAYER_DEAD -12 |
| #define | PLAYER_MIN -24 |
| #define | PLAYER_WIDTH 9 |
| #define | PLAYER_STANDING_HEIGHT (PLAYER_STAND - PLAYER_MIN) |
| #define | PLAYER_CROUCHING_HEIGHT (PLAYER_CROUCH - PLAYER_MIN) |
| #define | PLAYER2x2_WIDTH 18 |
| #define | BOX_DELTA_WIDTH 11 |
| #define | BOX_DELTA_LENGTH 11 |
| #define | BOX_DELTA_HEIGHT 27 |
| #define EYE_CROUCH 3 |
Definition at line 5 of file q_sizes.h.
Referenced by G_ActorGetEyeVector().
| #define EYE_STAND 15 |
Definition at line 4 of file q_sizes.h.
Referenced by G_ActorGetEyeVector(), and fireDef_t::getShotOrigin().
| #define PLAYER2x2_WIDTH 18 |
Width of a 2x2 unit.
Definition at line 23 of file q_sizes.h.
Referenced by G_Actor2x2Spawn(), and G_ActorSetMaxs().
| #define PLAYER_CROUCH 5 |
Definition at line 7 of file q_sizes.h.
Referenced by CL_ActorVis(), G_ActorSetMaxs(), G_ActorVis(), and fireDef_t::getShotOrigin().
| #define PLAYER_CROUCHING_HEIGHT (PLAYER_CROUCH - PLAYER_MIN) |
Definition at line 13 of file q_sizes.h.
Referenced by CL_GetHitProbability(), and Step::init().
| #define PLAYER_DEAD -12 |
Definition at line 8 of file q_sizes.h.
Referenced by CL_ActorVis(), G_ActorSetMaxs(), and G_ActorVis().
| #define PLAYER_MIN -24 |
Definition at line 9 of file q_sizes.h.
Referenced by CL_ActorVis(), G_Actor2x2Spawn(), G_ActorGetContentFlags(), G_ActorSpawn(), G_ActorVis(), SP_2x2_start(), and SP_misc_mission().
| #define PLAYER_STAND 20 |
Definition at line 6 of file q_sizes.h.
Referenced by CL_ActorVis(), G_Actor2x2Spawn(), G_ActorSetMaxs(), G_ActorSpawn(), G_ActorVis(), SP_2x2_start(), and SP_misc_mission().
| #define PLAYER_STANDING_HEIGHT (PLAYER_STAND - PLAYER_MIN) |
Definition at line 12 of file q_sizes.h.
Referenced by CL_GetHitProbability(), Step::init(), and RT_CanActorStandHere().
| #define PLAYER_WIDTH 9 |
Definition at line 10 of file q_sizes.h.
Referenced by AI_CheckFF(), CL_GetHitProbability(), G_ActorSetMaxs(), G_ActorSpawn(), R_DrawFloor(), and SP_2x2_start().