Searched refs:LRG_LIGHTNING (Results 1 – 5 of 5) sorted by relevance
124 } else if (LRG_LIGHTNING == type) { in play_natural_sound()125 sndNum = naturals[LRG_LIGHTNING - WEAPONS].sound; in play_natural_sound()
52 assert( ( ((weapType >= SML_LIGHTNING) && (weapType <= LRG_LIGHTNING)) in BEAM()90 if ( (weapType >= SML_LIGHTNING) && (weapType <= LRG_LIGHTNING) ) { in BEAM()239 if ( (weapType >= SML_LIGHTNING) && (weapType <= LRG_LIGHTNING) ) in draw()347 && (weapType <= LRG_LIGHTNING) ) { in makeLightningPath()
119 || ( (weapType >= SML_LIGHTNING) && (weapType <= LRG_LIGHTNING) ) ) { in EXPLOSION()363 case LRG_LIGHTNING: in draw()637 || ( (weapType >= SML_LIGHTNING) && (weapType <= LRG_LIGHTNING) ) ) in do_clear()
507 LRG_LIGHTNING = 60 // Last natural enumerator
1317 && (currItem <= LRG_LIGHTNING))) in generatePreferences()