/dports/games/devilutionX/devilutionX-1.2.1/Source/ |
H A D | itemdat.cpp | 14 … 0, 0, 0, 0, 0, 0, ISPL_NONE, IMISC_NONE, SPL_NULL, … 15 … 6, 0, 0, 18, 0, 0, ISPL_NONE, IMISC_NONE, SPL_NULL, … 16 … 0, 3, 3, 0, 0, 0, ISPL_NONE, IMISC_NONE, SPL_NULL, … 17 … 6, 0, 0, 0, 0, 0, ISPL_NONE, IMISC_NONE, SPL_NULL, … 18 … 4, 0, 0, 0, 0, 0, ISPL_NONE, IMISC_NONE, SPL_NULL, … 23 … 0, 0, 0, 0, 0, 0, ISPL_NONE, IMISC_NONE, SPL_NULL, … 26 … 0, 0, 0, 0, 0, 0, ISPL_NONE, IMISC_NONE, SPL_NULL, … 29 … 0, 0, 0, 0, 0, 0, ISPL_NONE, IMISC_NONE, SPL_NULL, … 30 … 0, 0, 0, 0, 0, 0, ISPL_NONE, IMISC_NONE, SPL_NULL, … 31 … 0, 0, 0, 0, 0, 0, ISPL_NONE, IMISC_NONE, SPL_NULL, … [all …]
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H A D | itemdat.h | 301 IMISC_NONE, enumerator
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H A D | objects.cpp | 4188 CreateTypeItem(object[i]._ox, object[i]._oy, TRUE, ITYPE_LARMOR, IMISC_NONE, sendmsg, FALSE); in OperateArmorStand() 4190 … CreateTypeItem(object[i]._ox, object[i]._oy, uniqueRnd, ITYPE_MARMOR, IMISC_NONE, sendmsg, FALSE); in OperateArmorStand() 4192 CreateTypeItem(object[i]._ox, object[i]._oy, FALSE, ITYPE_HARMOR, IMISC_NONE, sendmsg, FALSE); in OperateArmorStand() 4194 CreateTypeItem(object[i]._ox, object[i]._oy, TRUE, ITYPE_HARMOR, IMISC_NONE, sendmsg, FALSE); in OperateArmorStand() 4196 CreateTypeItem(object[i]._ox, object[i]._oy, TRUE, ITYPE_HARMOR, IMISC_NONE, sendmsg, FALSE); in OperateArmorStand() 4402 …CreateTypeItem(object[i]._ox, object[i]._oy, leveltype > 1, weaponType, IMISC_NONE, sendmsg, FALSE… in OperateWeaponRack()
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H A D | themes.cpp | 692 CreateTypeItem(xp, yp, FALSE, ITYPE_GOLD, IMISC_NONE, FALSE, TRUE); in Theme_Treasure()
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H A D | items.cpp | 5396 CreateMagicItem(x, y, lvl, imisc, IMISC_NONE, icurs, sendmsg, delta); in CreateMagicArmor() 5406 int imid = IMISC_NONE; in CreateMagicWeapon()
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H A D | inv.cpp | 2782 if (Item->_iMiscId == IMISC_NONE && Item->_itype == ITYPE_GOLD) { in UseInvItem()
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H A D | monster.cpp | 1716 CreateTypeItem(Monst->_mx + 1, Monst->_my + 1, TRUE, ITYPE_MACE, IMISC_NONE, TRUE, FALSE); in SpawnLoot()
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