Home
last modified time | relevance | path

Searched refs:O_WEAPON_HAND (Results 1 – 13 of 13) sorted by relevance

/dports/games/omega/omega/
H A Dcommand3.c240 (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 …]
H A Daux2.c117 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 …]
H A Dinv.c744 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 …]
H A Ditemf2.c325 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;
H A Daux1.c318 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()
H A Dmove.c308 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()
H A Dsave.c247 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];
H A Dsite1.c413 if (Player.possessions[O_WEAPON_HAND] != NULL) {
415 item = Player.possessions[O_WEAPON_HAND];
416 conform_lost_object(Player.possessions[O_WEAPON_HAND]);
H A Dmmelee.c213 weapon_use(0,Player.possessions[O_WEAPON_HAND],m);
H A Dutil.c683 if ((Player.possessions[O_WEAPON_HAND] != NULL) && in calc_weight()
684 (Player.possessions[O_READY_HAND] == Player.possessions[O_WEAPON_HAND])) in calc_weight()
H A Dmtalk.c192 dispose_lost_objects(1,Player.possessions[O_WEAPON_HAND]);
H A Ddefs.h1358 #define O_WEAPON_HAND 2 macro
H A Dscr.c1492 case O_WEAPON_HAND: