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Searched
refs:intermission
(Results
1 - 17
of
17
) sorted by null
/external/quake/quake/src/WinQuake/
gl_screen.cpp
33
intermission
/ finale overlay
169
if (cl.
intermission
)
215
if (scr_centertime_off <= 0 && !cl.
intermission
)
283
//
intermission
is always full screen
284
if (cl.
intermission
)
301
if (cl.
intermission
)
900
else if (cl.
intermission
== 1 && key_dest == key_game)
904
else if (cl.
intermission
== 2 && key_dest == key_game)
screen.cpp
134
if (cl.
intermission
)
180
if (scr_centertime_off <= 0 && !cl.
intermission
)
248
//
intermission
is always full screen
249
if (cl.
intermission
)
911
else if (cl.
intermission
== 1 && key_dest == key_game)
915
else if (cl.
intermission
== 2 && key_dest == key_game)
920
else if (cl.
intermission
== 3 && key_dest == key_game)
client.h
194
int
intermission
; // don't change view angle, full screen, etc
member in struct:__anon10651
195
int completed_time; // latched at
intermission
start
cl_parse.cpp
810
vid.recalc_refdef = true; // leave
intermission
full screen
938
cl.
intermission
= 1;
944
cl.
intermission
= 2;
951
cl.
intermission
= 3;
r_main.cpp
316
if (cl.
intermission
)
view.cpp
851
// allways idle in
intermission
1008
if (cl.
intermission
)
1009
{ //
intermission
/ finale rendering
host_cmd.cpp
488
if (cl.
intermission
)
490
Con_Printf ("Can't save in
intermission
.\n");
[
all
...]
menu.cpp
487
if (cl.
intermission
)
[
all
...]
/external/quake/quake/src/QW/client/
screen.c
35
intermission
/ finale overlay
188
if (cl.
intermission
)
234
if (scr_centertime_off <= 0 && !cl.
intermission
)
302
//
intermission
is always full screen
303
if (cl.
intermission
)
1100
else if (cl.
intermission
== 1 && key_dest == key_game)
1104
else if (cl.
intermission
== 2 && key_dest == key_game)
gl_screen.c
35
intermission
/ finale overlay
172
if (cl.
intermission
)
218
if (scr_centertime_off <= 0 && !cl.
intermission
)
285
//
intermission
is always full screen
286
if (cl.
intermission
)
303
if (cl.
intermission
)
1160
else if (cl.
intermission
== 1 && key_dest == key_game)
1164
else if (cl.
intermission
== 2 && key_dest == key_game)
cl_pred.c
129
if (cl.
intermission
)
client.h
264
int
intermission
; // don't change view angle, full screen, etc
member in struct:__anon10366
265
int completed_time; // latched ffrom time at
intermission
start
cl_parse.c
1187
vid.recalc_refdef = true; // leave full screen
intermission
1283
cl.
intermission
= 1;
1294
cl.
intermission
= 2;
cl_main.c
756
cl.
intermission
= 0;
r_main.c
327
if (cl.
intermission
)
sbar.c
1094
if (cl.
intermission
)
view.c
856
// allways idle in
intermission
1005
if (cl.
intermission
)
1006
{ //
intermission
/ finale rendering
Completed in 266 milliseconds