Lines Matching refs:weaponBits
1894 …eaponTile(int weaponX, int weaponY, int weaponTile, int weaponShade, int weaponBits, int weaponPal) in G_DrawWeaponTile() argument
1923 G_DrawTileScaled(weaponX, weaponY, weaponTile, shadef, weaponBits, weaponPal); in G_DrawWeaponTile()
1930 G_DrawTileScaled(weaponX, weaponY, weaponTile, shadef, weaponBits, weaponPal); in G_DrawWeaponTile()
1934 int weaponBits, int p) in G_DrawWeaponTileWithID() argument
1939 G_DrawWeaponTile(weaponX, weaponY, weaponTile, weaponShade, weaponBits, p); in G_DrawWeaponTileWithID()
1945 int weaponBits, int p) in G_DrawWeaponTileUnfadedWithID() argument
1950 …G_DrawTileScaled(weaponX, weaponY, weaponTile, weaponShade, weaponBits, p); // skip G_DrawWeaponTi… in G_DrawWeaponTileUnfadedWithID()
2247 int32_t weaponBits = 0; in P_DisplayWeapon() local
2248 UNREFERENCED_PARAMETER(weaponBits); in P_DisplayWeapon()
2288 weaponBits | 4 | DRAWEAP_CENTER, weaponPal); in P_DisplayWeapon()
2291 weaponShade, weaponBits | 4 | DRAWEAP_CENTER, weaponPal); in P_DisplayWeapon()
2311 FIST, weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2314 weaponShade, weaponBits | 4, weaponPal); in P_DisplayWeapon()
2351 weaponShade, weaponBits, kneePal); in P_DisplayWeapon()
2354 weaponShade, weaponBits, kneePal); in P_DisplayWeapon()
2367 … weaponY + 234 - weaponYOffset, HANDHOLDINGLASER + 3, weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2370 … HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2373 …aponY + 249 - weaponYOffset, HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits | 4, in P_DisplayWeapon()
2382 weaponBits |= 512; in P_DisplayWeapon()
2389 RPGGUN + ((*weaponFrame) >> 1), weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2402 weaponBits, weaponPal); in P_DisplayWeapon()
2422 SHOTGUN, weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2427 SHOTGUN + 1, weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2437 SHOTGUN, weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2448 SHOTGUN + 2, -128, weaponBits, weaponPal); in P_DisplayWeapon()
2455 SHOTGUN, weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2464 … SHOTGUN + 1 + ((*(weaponFrame)-1) >> 1), -128, weaponBits, weaponPal); in P_DisplayWeapon()
2472 SHOTGUN + 3, weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2479 SHOTGUN + 4, weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2491 SHOTGUN + 5, weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2499 SHOTGUN + 6, weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2507 SHOTGUN + 4, weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2529 CHAINGUN+1,weaponShade,weaponBits,weaponPal); in P_DisplayWeapon()
2534 CHAINGUN+2,weaponShade,weaponBits,weaponPal); in P_DisplayWeapon()
2556 weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2564 weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2573 weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2582 weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2591 weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2602 CHAINGUN + 1, weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2612 … CHAINGUN + 5 + ((*weaponFrame - 4) / 5), weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2616 … CHAINGUN + 5 + ((*weaponFrame - 4) / 5), weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2624 … CHAINGUN + 5 + ((*weaponFrame - 2) / 5), weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2626 … CHAINGUN + 1 + ((*weaponFrame) >> 1), weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2630 CHAINGUN + 1, weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2636 CHAINGUN, weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2657 weaponBits |= 512; in P_DisplayWeapon()
2663 weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2668 weaponBits, weaponPal); in P_DisplayWeapon()
2670 weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2676 weaponBits, weaponPal); in P_DisplayWeapon()
2678 weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2684 FIRSTGUN + 8, weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2686 weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2691 FIRSTGUN + 8, weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2693 weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2697 weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2748 … HANDTHROW + pipebombFrames[(*weaponFrame)], weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2761 … HANDREMOTE + remoteFrames[(*weaponFrame)], weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2780 … DEVISTATOR, weaponShade, weaponBits | 4, weaponPal); in P_DisplayWeapon()
2782 … DEVISTATOR + tileOffset, -32, weaponBits, weaponPal); in P_DisplayWeapon()
2787 … DEVISTATOR + tileOffset, -32, weaponBits | 4, weaponPal); in P_DisplayWeapon()
2789 weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2800 weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2802 weaponShade, weaponBits | 4, weaponPal); in P_DisplayWeapon()
2808 weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2810 weaponShade, weaponBits | 4, weaponPal); in P_DisplayWeapon()
2828 DEVISTATOR + tileOffset, -32, weaponBits, weaponPal); in P_DisplayWeapon()
2830 weaponShade, weaponBits | 4, weaponPal); in P_DisplayWeapon()
2836 … DEVISTATOR + tileOffset, -32, weaponBits | 4, weaponPal); in P_DisplayWeapon()
2838 weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2844 weaponBits, weaponPal); in P_DisplayWeapon()
2846 weaponShade, weaponBits | 4, weaponPal); in P_DisplayWeapon()
2852 weaponBits |= 512; in P_DisplayWeapon()
2865 … WORLDTOUR ? FREEZEFIREWIDE : FREEZE + 2, -32, weaponBits, weaponPal); in P_DisplayWeapon()
2867 … FREEZE + 3 + freezerFrames[*weaponFrame % 6], -32, weaponBits, weaponPal); in P_DisplayWeapon()
2871 WT_WIDE(FREEZE), weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2886 FLAMETHROWERFIRE, -32, weaponBits, weaponPal); in P_DisplayWeapon()
2888 … FLAMETHROWERFIRE + 1 + incineratorFrames[*weaponFrame % 6], -32, weaponBits, weaponPal); in P_DisplayWeapon()
2893 FLAMETHROWER, weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2895 FLAMETHROWERPILOT, weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2912 weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2918 … 16 - (sintable[pPlayer->random_club_frame & 2047] >> 10), weaponBits, 0); in P_DisplayWeapon()
2920 weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2955 … SHRINKER + 3 + ((*weaponFrame) & 3), -32, weaponBits, currentWeapon == GROW_WEAPON ? 2 : 0); in P_DisplayWeapon()
2958 … SHRINKER + (currentWeapon == GROW_WEAPON ? -1 : 1), weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2972 … SHRINKER + 3 + ((*weaponFrame) & 3), -32, weaponBits, currentWeapon == GROW_WEAPON ? 2 : 0); in P_DisplayWeapon()
2974 … WT_WIDE(SHRINKER) + (currentWeapon == GROW_WEAPON ? -1 : 1), weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()
2979 … SHRINKER + 2, 16 - (sintable[pPlayer->random_club_frame & 2047] >> 10), weaponBits, in P_DisplayWeapon()
2982 … WT_WIDE(SHRINKER) + (currentWeapon == GROW_WEAPON ? -2 : 0), weaponShade, weaponBits, weaponPal); in P_DisplayWeapon()