Searched refs:O_WEAPON_HAND (Results 1 – 13 of 13) sorted by relevance
/dports/games/omega/omega/ |
H A D | command3.c | 240 (Player.possessions[O_WEAPON_HAND]->aux != LOADED) && in fire() 243 Player.possessions[O_WEAPON_HAND]->aux = LOADED; in fire() 622 if (Player.possessions[O_WEAPON_HAND] == NULL) { in tacoptions() 648 if (Player.possessions[O_WEAPON_HAND] == NULL) in tacoptions() 662 if (Player.possessions[O_WEAPON_HAND] != NULL) { in tacoptions() 685 if (Player.possessions[O_WEAPON_HAND] != NULL) { in tacoptions() 710 if (Player.possessions[O_WEAPON_HAND] == NULL) { in tacoptions() 726 if (Player.possessions[O_WEAPON_HAND] == NULL) in tacoptions() 880 if (Player.possessions[O_WEAPON_HAND] == NULL) { in tunnel() 886 (Player.possessions[O_WEAPON_HAND]->fragility < in tunnel() [all …]
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H A D | aux2.c | 117 if (Player.possessions[O_WEAPON_HAND] != NULL) { in drop_weapon() 119 strcat(Str1,Player.possessions[O_WEAPON_HAND]->objstr); in drop_weapon() 123 conform_lost_objects(1,Player.possessions[O_WEAPON_HAND]); in drop_weapon() 132 if (Player.possessions[O_WEAPON_HAND] != NULL) { in break_weapon() 134 strcat(Str1,itemid(Player.possessions[O_WEAPON_HAND])); in break_weapon() 137 (void) damage_item(Player.possessions[O_WEAPON_HAND]); in break_weapon() 313 for(i=O_READY_HAND;i<=O_WEAPON_HAND;i++) { in torch_check() 645 if (Player.possessions[O_WEAPON_HAND] == NULL) 651 weapon_use(0,Player.possessions[O_WEAPON_HAND],m); 655 if (Player.possessions[O_WEAPON_HAND] == NULL) [all …]
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H A D | inv.c | 744 if (Player.possessions[O_WEAPON_HAND] == NULL) 745 Player.possessions[O_WEAPON_HAND] = item; 1369 Player.possessions[O_WEAPON_HAND]); 1395 if (Player.possessions[O_WEAPON_HAND] == NULL) 1396 Player.possessions[O_WEAPON_HAND] = oair; 1420 Player.possessions[O_WEAPON_HAND] = NULL; 1445 if (Player.possessions[O_WEAPON_HAND] == NULL) 1446 Player.possessions[O_WEAPON_HAND] = oair; 1559 ((slot==O_READY_HAND)||(slot==O_WEAPON_HAND))) { 1561 Player.possessions[O_WEAPON_HAND]) { [all …]
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H A D | itemf2.c | 325 if ((Player.possessions[O_WEAPON_HAND] != NULL) && 326 (Player.possessions[O_WEAPON_HAND]->id == WEAPONID+26)) /* ie, using a bow */ 337 if ((Player.possessions[O_WEAPON_HAND] != NULL) && 338 (Player.possessions[O_WEAPON_HAND]->id == WEAPONID+27) && /*ie using a crossbow */ 339 (Player.possessions[O_WEAPON_HAND]->aux==LOADED)) { 341 Player.possessions[O_WEAPON_HAND]->aux = UNLOADED;
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H A D | aux1.c | 318 if (Player.possessions[O_WEAPON_HAND] != NULL) in calc_melee() 319 if (Player.possessions[O_WEAPON_HAND]->used && in calc_melee() 320 ((Player.possessions[O_WEAPON_HAND]->objchar==WEAPON)|| in calc_melee() 321 (Player.possessions[O_WEAPON_HAND]->objchar==MISSILEWEAPON))) { in calc_melee() 323 Player.possessions[O_WEAPON_HAND]->hit + in calc_melee() 324 Player.possessions[O_WEAPON_HAND]->plus; in calc_melee() 326 Player.possessions[O_WEAPON_HAND]->dmg + in calc_melee() 327 Player.possessions[O_WEAPON_HAND]->plus; in calc_melee()
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H A D | move.c | 308 if (Player.possessions[O_WEAPON_HAND] != NULL) { in l_magic_pool() 310 dispose_lost_objects(1,Player.possessions[O_WEAPON_HAND]); in l_magic_pool() 315 if (Player.possessions[O_WEAPON_HAND] != NULL) { in l_magic_pool() 317 Player.possessions[O_WEAPON_HAND]->plus += random_range(10)+1; in l_magic_pool()
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H A D | save.c | 247 if (Player.possessions[O_READY_HAND] == Player.possessions[O_WEAPON_HAND]) 678 if (!Player.possessions[O_READY_HAND] && Player.possessions[O_WEAPON_HAND] && 679 twohandedp(Player.possessions[O_WEAPON_HAND]->id)) 680 Player.possessions[O_READY_HAND] = Player.possessions[O_WEAPON_HAND];
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H A D | site1.c | 413 if (Player.possessions[O_WEAPON_HAND] != NULL) { 415 item = Player.possessions[O_WEAPON_HAND]; 416 conform_lost_object(Player.possessions[O_WEAPON_HAND]);
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H A D | mmelee.c | 213 weapon_use(0,Player.possessions[O_WEAPON_HAND],m);
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H A D | util.c | 683 if ((Player.possessions[O_WEAPON_HAND] != NULL) && in calc_weight() 684 (Player.possessions[O_READY_HAND] == Player.possessions[O_WEAPON_HAND])) in calc_weight()
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H A D | mtalk.c | 192 dispose_lost_objects(1,Player.possessions[O_WEAPON_HAND]);
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H A D | defs.h | 1358 #define O_WEAPON_HAND 2 macro
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H A D | scr.c | 1492 case O_WEAPON_HAND:
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