Searched refs:nTile (Results 1 – 3 of 3) sorted by relevance
180 u8 nTile; // 8 bits per index in FillSection() local193 nTile = ((u8 *)layer->map)[nK + ((nI + nMapX) & nHMask)]; in FillSection()194 nMaterial = layer->tileDesc[nTile].nMaterial; in FillSection()203 *((u16 *)&aSortBuffer[*nIdx]) = (u16)nTile; in FillSection()240 nTile = ((u8 *)layer->map)[nK]; in FillSection()244 nTile = ((u8 *)layer->map)[nK + nHMask]; in FillSection()248 nTile = ((u8 *)layer->map)[nK + nI]; in FillSection()251 nMaterial = layer->tileDesc[nTile].nMaterial; in FillSection()260 *((u16 *)&aSortBuffer[*nIdx]) = (u16)nTile; in FillSection()275 u16 nTile; // 16 bits per index in FillSection() local[all …]
241 s32 nTile; // Index of tile (shifted left by 2 to index tileDesc array) in Collide() local245 nTile = map[(nMx & (nMapWidth-1)) + ((nMy & (nMapHeight-1)) * nMapWidth)]; in Collide()246 nCollType = lyrBack.tileDesc[nTile].aUser[1]; in Collide()262 nRtn = lyrBack.tileDesc[nTile].aUser[0]; in Collide()
345 ID_WINDOW_TILE_HORZ "Arrange windows as non-overlapping tiles\nTile Windows"346 ID_WINDOW_TILE_VERT "Arrange windows as non-overlapping tiles\nTile Windows"