/dports/games/cataclysm-dda-tiles/Cataclysm-DDA-0.F/src/ |
H A D | ammo_effect.cpp | 98 for( const ammo_effect &ae : ammo_effects::get_all() ) { in finalize() 148 void ammo_effects::load( const JsonObject &jo, const std::string &src ) in load() 153 void ammo_effects::finalize_all() in finalize_all() 161 void ammo_effects::check_consistency() in check_consistency() 166 void ammo_effects::reset() in reset() 171 const std::vector<ammo_effect> &ammo_effects::get_all() in get_all()
|
H A D | projectile.cpp | 133 for( const ammo_effect &ae : ammo_effects::get_all() ) { in apply_ammo_effects() 163 for( const ammo_effect &aed : ammo_effects::get_all() ) { in max_aoe_size()
|
H A D | turret.cpp | 178 std::set<std::string> turret_data::ammo_effects() const in ammo_effects() function in turret_data 183 auto res = part->base.ammo_effects(); in ammo_effects() 185 … res.insert( ammo_data()->ammo->ammo_effects.begin(), ammo_data()->ammo->ammo_effects.end() ); in ammo_effects() 569 int area = max_aoe_size( gun.ammo_effects() ); in automatic_fire_turret()
|
H A D | ammo_effect.h | 57 namespace ammo_effects
|
H A D | init.cpp | 244 add( "ammo_effect", &ammo_effects::load ); in initialize() 517 ammo_effects::reset(); in unload_data() 620 { _( "Ammo effects" ), &ammo_effects::finalize_all }, in finalize_loaded_data() 704 { _( "Ammo effects" ), &ammo_effects::check_consistency }, in check_consistency()
|
H A D | itype.h | 517 std::set<std::string> ammo_effects; member 624 std::set<std::string> ammo_effects; 706 std::set<std::string> ammo_effects;
|
H A D | item_factory.cpp | 240 const auto &ammo_effects = obj.ammo->ammo_effects; in finalize_pre() local 241 obj.ammo->cookoff = ammo_effects.count( "INCENDIARY" ) > 0 || in finalize_pre() 242 ammo_effects.count( "COOKOFF" ) > 0; in finalize_pre() 250 obj.ammo->special_cookoff = std::any_of( ammo_effects.begin(), ammo_effects.end(), in finalize_pre() 1678 assign( jo, "effects", ammo_effects, strict ); in load() 1801 assign( jo, "ammo_effects", slot.ammo_effects, strict ); in load() 2371 assign( jo, "ammo_effects", slot.ammo_effects, strict ); in load()
|
H A D | item.cpp | 2126 if( ammo.ammo_effects.count( "RECYCLED" ) && in ammo_info() 2130 if( ammo.ammo_effects.count( "BLACKPOWDER" ) && in ammo_info() 2136 if( ammo.ammo_effects.count( "NEVER_MISFIRES" ) && in ammo_info() 2141 for( const std::string &effect : ammo.ammo_effects ) { in ammo_info() 2160 if( ammo.ammo_effects.count( "INCENDIARY" ) && in ammo_info() 7940 std::set<std::string> item::ammo_effects( bool with_ammo ) const in ammo_effects() function in item 7946 std::set<std::string> res = type->gun->ammo_effects; in ammo_effects() 7948 … res.insert( ammo_data()->ammo->ammo_effects.begin(), ammo_data()->ammo->ammo_effects.end() ); in ammo_effects() 7952 … res.insert( mod->type->gunmod->ammo_effects.begin(), mod->type->gunmod->ammo_effects.end() ); in ammo_effects() 9202 apply_ammo_effects( p, type->ammo->ammo_effects ); in detonate()
|
H A D | map.cpp | 3636 const auto &ammo_effects = proj.proj_effects; in shoot() local 3645 const bool inc = ammo_effects.count( "INCENDIARY" ); in shoot() 3694 if( ammo_effects.count( "LASER" ) ) { in shoot() 3716 if( ammo_effects.count( "LASER" ) ) { in shoot() 3747 if( ammo_effects.count( "LASER" ) ) { in shoot() 3763 if( ammo_effects.count( "LASER" ) ) { in shoot() 3831 for( const ammo_effect &ae : ammo_effects::get_all() ) { in shoot() 3832 if( ammo_effects.count( ae.id.str() ) > 0 ) { in shoot() 3874 if( ammo_effects.count( "LASER" ) ) { in shoot() 3876 } else if( ammo_effects.count( "LIGHTNING" ) ) { in shoot() [all …]
|
H A D | ranged.cpp | 552 const auto &curammo_effects = it.ammo_effects(); in handle_gun_damage() 1532 proj.proj_effects = gun.ammo_effects(); in make_gun_projectile() 1677 auto fx = ammo_effects(); in gun_noise()
|
/dports/games/cataclysm-dda/Cataclysm-DDA-0.F/src/ |
H A D | ammo_effect.cpp | 98 for( const ammo_effect &ae : ammo_effects::get_all() ) { in finalize() 148 void ammo_effects::load( const JsonObject &jo, const std::string &src ) in load() 153 void ammo_effects::finalize_all() in finalize_all() 161 void ammo_effects::check_consistency() in check_consistency() 166 void ammo_effects::reset() in reset() 171 const std::vector<ammo_effect> &ammo_effects::get_all() in get_all()
|
H A D | projectile.cpp | 133 for( const ammo_effect &ae : ammo_effects::get_all() ) { in apply_ammo_effects() 163 for( const ammo_effect &aed : ammo_effects::get_all() ) { in max_aoe_size()
|
H A D | turret.cpp | 178 std::set<std::string> turret_data::ammo_effects() const in ammo_effects() function in turret_data 183 auto res = part->base.ammo_effects(); in ammo_effects() 185 … res.insert( ammo_data()->ammo->ammo_effects.begin(), ammo_data()->ammo->ammo_effects.end() ); in ammo_effects() 569 int area = max_aoe_size( gun.ammo_effects() ); in automatic_fire_turret()
|
H A D | ammo_effect.h | 57 namespace ammo_effects
|
H A D | init.cpp | 244 add( "ammo_effect", &ammo_effects::load ); in initialize() 517 ammo_effects::reset(); in unload_data() 620 { _( "Ammo effects" ), &ammo_effects::finalize_all }, in finalize_loaded_data() 704 { _( "Ammo effects" ), &ammo_effects::check_consistency }, in check_consistency()
|
H A D | itype.h | 517 std::set<std::string> ammo_effects; member 624 std::set<std::string> ammo_effects; 706 std::set<std::string> ammo_effects;
|
H A D | item_factory.cpp | 240 const auto &ammo_effects = obj.ammo->ammo_effects; in finalize_pre() local 241 obj.ammo->cookoff = ammo_effects.count( "INCENDIARY" ) > 0 || in finalize_pre() 242 ammo_effects.count( "COOKOFF" ) > 0; in finalize_pre() 250 obj.ammo->special_cookoff = std::any_of( ammo_effects.begin(), ammo_effects.end(), in finalize_pre() 1678 assign( jo, "effects", ammo_effects, strict ); in load() 1801 assign( jo, "ammo_effects", slot.ammo_effects, strict ); in load() 2371 assign( jo, "ammo_effects", slot.ammo_effects, strict ); in load()
|
H A D | item.cpp | 2126 if( ammo.ammo_effects.count( "RECYCLED" ) && in ammo_info() 2130 if( ammo.ammo_effects.count( "BLACKPOWDER" ) && in ammo_info() 2136 if( ammo.ammo_effects.count( "NEVER_MISFIRES" ) && in ammo_info() 2141 for( const std::string &effect : ammo.ammo_effects ) { in ammo_info() 2160 if( ammo.ammo_effects.count( "INCENDIARY" ) && in ammo_info() 7940 std::set<std::string> item::ammo_effects( bool with_ammo ) const in ammo_effects() function in item 7946 std::set<std::string> res = type->gun->ammo_effects; in ammo_effects() 7948 … res.insert( ammo_data()->ammo->ammo_effects.begin(), ammo_data()->ammo->ammo_effects.end() ); in ammo_effects() 7952 … res.insert( mod->type->gunmod->ammo_effects.begin(), mod->type->gunmod->ammo_effects.end() ); in ammo_effects() 9202 apply_ammo_effects( p, type->ammo->ammo_effects ); in detonate()
|
H A D | map.cpp | 3636 const auto &ammo_effects = proj.proj_effects; in shoot() local 3645 const bool inc = ammo_effects.count( "INCENDIARY" ); in shoot() 3694 if( ammo_effects.count( "LASER" ) ) { in shoot() 3716 if( ammo_effects.count( "LASER" ) ) { in shoot() 3747 if( ammo_effects.count( "LASER" ) ) { in shoot() 3763 if( ammo_effects.count( "LASER" ) ) { in shoot() 3831 for( const ammo_effect &ae : ammo_effects::get_all() ) { in shoot() 3832 if( ammo_effects.count( ae.id.str() ) > 0 ) { in shoot() 3874 if( ammo_effects.count( "LASER" ) ) { in shoot() 3876 } else if( ammo_effects.count( "LIGHTNING" ) ) { in shoot() [all …]
|
/dports/games/cataclysm-dda-tiles/Cataclysm-DDA-0.F/tests/ |
H A D | projectile_test.cpp | 31 test_proj.proj_effects = gun.ammo_effects(); in projectile_end_point()
|
H A D | archery_damage_test.cpp | 80 test_projectile.proj_effects = weapon.ammo_effects(); in test_archery_balance()
|
/dports/games/cataclysm-dda/Cataclysm-DDA-0.F/tests/ |
H A D | projectile_test.cpp | 31 test_proj.proj_effects = gun.ammo_effects(); in projectile_end_point()
|
H A D | archery_damage_test.cpp | 80 test_projectile.proj_effects = weapon.ammo_effects(); in test_archery_balance()
|
/dports/games/gigalomania/gigalomaniasrc/ |
H A D | gamestate.cpp | 936 for(size_t i=0;i<ammo_effects.size();i++) { in ~PlayingGameState() 937 TimedEffect *effect = ammo_effects.at(i); in ~PlayingGameState() 1698 for(int i=ammo_effects.size()-1;i>=0;i--) { in draw() 1699 TimedEffect *effect = ammo_effects.at(i); in draw() 1701 ammo_effects.erase(ammo_effects.begin() + i); in draw() 2036 this->ammo_effects.push_back(ammoeffect); in update() 2132 this->ammo_effects.push_back(ammoeffect); in update() 2212 for(size_t i=0;i<ammo_effects.size();i++) { in moveTo() 2213 TimedEffect *effect = ammo_effects.at(i); in moveTo() 2216 ammo_effects.clear(); in moveTo()
|
H A D | gamestate.h | 343 vector<TimedEffect *> ammo_effects; variable
|