Searched refs:attack_delay (Results 1 – 16 of 16) sorted by relevance
203 char attack_delay[UNIT_PARA_LEN]; member314 uint8_t attack_delay; member
92 …char attack_delay; // no. of frames should be delayed between attack motions. (i.e. when o… member
282 attackInfo->attack_delay = misc.atoi(attackRec->attack_delay, attackRec->UNIT_PARA_LEN); in load_attack_info()
475 remain_attack_delay = unitPtr->attack_info_array[unitPtr->cur_attack].attack_delay; in set_remain_attack_delay()
483 visit<uint8_t>(v, &ai->attack_delay); in visit_attack_info()
1388 int attack_delay; in _wu_jian_number_of_attacks() local1397 attack_delay = you.attack_delay().roll(); in _wu_jian_number_of_attacks()1401 attack_delay * BASELINE_DELAY); in _wu_jian_number_of_attacks()
566 const int attack_delay = you.attack_delay().roll(); in trigger() local575 you.time_taken = attack_delay; in trigger()627 you.time_taken = attack_delay; in trigger()655 you.time_taken = attack_delay; in trigger()667 you.time_taken = attack_delay; in trigger()
788 you.time_taken = you.attack_delay(&item).roll(); in throw_it()917 const int delay = mons->attack_delay(&env.item[msl]).roll(); in mons_throw()
114 virtual random_var attack_delay(const item_def *projectile = nullptr,
245 random_var player::attack_delay(const item_def *projectile, bool rescale) const in attack_delay() function in player
278 random_var attack_delay(const item_def *projectile = nullptr,
399 you.time_taken = you.attack_delay(&you.inv[missile]).roll(); in _do_one_fsim_round()
208 you.time_taken = you.attack_delay().roll(); in handle_phase_attempted()234 int delay = attacker->attack_delay().roll(); in handle_phase_attempted()
613 random_var attack_delay(const item_def *projectile = nullptr,
3186 delay = you.attack_delay(&ammo, false).expected(); in _display_attack_delay()3189 delay = you.attack_delay(nullptr, false).expected(); in _display_attack_delay()
400 random_var monster::attack_delay(const item_def *projectile, in attack_delay() function in monster