Searched refs:O_READY_HAND (Results 1 – 6 of 6) sorted by relevance
742 if (Player.possessions[O_READY_HAND] == NULL)743 Player.possessions[O_READY_HAND] = item;1368 s2h = (Player.possessions[O_READY_HAND] ==1393 if (Player.possessions[O_READY_HAND] == NULL)1394 Player.possessions[O_READY_HAND] = oair;1418 Player.possessions[O_READY_HAND] = NULL;1437 Player.possessions[O_READY_HAND] = NULL;1443 if (Player.possessions[O_READY_HAND] == NULL)1444 Player.possessions[O_READY_HAND] = oair;1559 ((slot==O_READY_HAND)||(slot==O_WEAPON_HAND))) {[all …]
684 (Player.possessions[O_READY_HAND] == Player.possessions[O_WEAPON_HAND])) in calc_weight()685 weight -= Player.possessions[O_READY_HAND]->weight * in calc_weight()686 Player.possessions[O_READY_HAND]->number; in calc_weight()
247 if (Player.possessions[O_READY_HAND] == Player.possessions[O_WEAPON_HAND])248 Player.possessions[O_READY_HAND] = NULL;678 if (!Player.possessions[O_READY_HAND] && Player.possessions[O_WEAPON_HAND] &&680 Player.possessions[O_READY_HAND] = Player.possessions[O_WEAPON_HAND];
1357 #define O_READY_HAND 1 macro
313 for(i=O_READY_HAND;i<=O_WEAPON_HAND;i++) { in torch_check()
1489 case O_READY_HAND: