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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

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