Searched refs:GunFire (Results 1 – 5 of 5) sorted by relevance
481 e.u.GunFire.ActorUID = actorUID; in WeaponClassFire()482 strcpy(e.u.GunFire.Gun, wc->name); in WeaponClassFire()483 e.u.GunFire.MuzzlePos = Vec2ToNet(pos); in WeaponClassFire()485 e.u.GunFire.Z = (int)z; in WeaponClassFire()486 e.u.GunFire.Angle = (float)radians; in WeaponClassFire()487 e.u.GunFire.Sound = playSound; in WeaponClassFire()488 e.u.GunFire.Flags = flags; in WeaponClassFire()489 e.u.GunFire.IsGun = isGun; in WeaponClassFire()
174 if (e.u.GunFire.IsGun) in GameEventsEnqueue()176 actorUID = e.u.GunFire.ActorUID; in GameEventsEnqueue()262 e.u.GunFire.has_MuzzlePos = true; in GameEventNew()
181 NGunFire GunFire; member
417 if (e.u.GunFire.IsGun) in OnReceive()419 actorUID = e.u.GunFire.ActorUID; in OnReceive()
392 OnGunFire(e.u.GunFire, sd); in HandleGameEvent()