Searched refs:bank_to_fire (Results 1 – 6 of 6) sorted by relevance
1858 int bank_to_fire = swp->current_secondary_bank; in turret_fire_weapon() local1899 bank_to_fire = swp->current_primary_bank; in turret_fire_weapon()1907 if (swp->primary_bank_ammo[bank_to_fire] >= 0) { in turret_fire_weapon()1908 swp->primary_bank_ammo[bank_to_fire] -= points; in turret_fire_weapon()1929 bank_to_fire = swp->current_secondary_bank; in turret_fire_weapon()1933 start_slot = swp->secondary_next_slot[bank_to_fire]; in turret_fire_weapon()1937 swp->secondary_next_slot[bank_to_fire]++; in turret_fire_weapon()1939 if (swp->secondary_next_slot[bank_to_fire] > (num_slots - 1)){ in turret_fire_weapon()1940 swp->secondary_next_slot[bank_to_fire] = 0; in turret_fire_weapon()1943 if (swp->secondary_bank_ammo[bank_to_fire] >= 0) { in turret_fire_weapon()[all …]
10025 int bank_to_fire, num_fired = 0; in ship_fire_primary() local10161 shipp->primary_rotate_ang[bank_to_fire] += shipp->primary_rotate_rate[bank_to_fire]*flFrametime; in ship_fire_primary()10162 if(shipp->primary_rotate_ang[bank_to_fire] > PI2)shipp->primary_rotate_ang[bank_to_fire] -= PI2; in ship_fire_primary()10163 if(shipp->primary_rotate_ang[bank_to_fire] < 0.0f)shipp->primary_rotate_ang[bank_to_fire] += PI2; in ship_fire_primary()10197 swp->burst_counter[bank_to_fire]++; in ship_fire_primary()10202 swp->burst_counter[bank_to_fire] = 0; in ship_fire_primary()10263 …y_fire_stamp[bank_to_fire] = timestamp((int)(next_fire_delay * ( swp->primary_bank_slot_count[ ban… in ship_fire_primary()10330 swp->burst_counter[bank_to_fire]++; in ship_fire_primary()10333 swp->burst_counter[bank_to_fire] = 0; in ship_fire_primary()10386 fbfire_info.bank = bank_to_fire; in ship_fire_primary()[all …]
3692 Assert(bank_to_fire >= 0 && bank_to_fire < swp->num_primary_banks); in hud_get_best_primary_bank()3712 best_bank = bank_to_fire; in hud_get_best_primary_bank()3902 int bank_to_fire, frame_offset; in renderLeadCurrentTarget() local3944 if ( bank_to_fire < 0 ) in renderLeadCurrentTarget()3949 if (pm->n_guns && bank_to_fire != -1 ) { in renderLeadCurrentTarget()4034 int bank_to_fire, frame_offset; in renderLeadQuick() local4064 if ( bank_to_fire < 0 ) in renderLeadQuick()4068 if (pm->n_guns && bank_to_fire != -1 ) { in renderLeadQuick()4191 int bank_to_fire; in render() local4230 if ( bank_to_fire < 0 ) in render()[all …]
3737 Assert(bank_to_fire >= 0 && bank_to_fire < swp->num_primary_banks); in hud_get_best_primary_bank()3757 best_bank = bank_to_fire; in hud_get_best_primary_bank()3935 int bank_to_fire, frame_offset; in renderLeadCurrentTarget() local3977 if ( bank_to_fire < 0 ) in renderLeadCurrentTarget()3982 if (pm->n_guns && bank_to_fire != -1 ) { in renderLeadCurrentTarget()4065 int bank_to_fire, frame_offset; in renderLeadQuick() local4095 if ( bank_to_fire < 0 ) in renderLeadQuick()4099 if (pm->n_guns && bank_to_fire != -1 ) { in renderLeadQuick()4223 int bank_to_fire; in render() local4262 if ( bank_to_fire < 0 ) in render()[all …]
11303 int bank_to_fire, num_fired = 0; in ship_fire_primary() local11443 if (sip->draw_primary_models[bank_to_fire]) { in ship_fire_primary()11444 shipp->primary_rotate_ang[bank_to_fire] += shipp->primary_rotate_rate[bank_to_fire]*flFrametime; in ship_fire_primary()11490 swp->burst_counter[bank_to_fire] = 0; in ship_fire_primary()11501 swp->burst_counter[bank_to_fire]++; in ship_fire_primary()11510 swp->burst_counter[bank_to_fire] = 0; in ship_fire_primary()11513 if (swp->burst_counter[bank_to_fire] == 0) { in ship_fire_primary()11581 …y_fire_stamp[bank_to_fire] = timestamp((int)(next_fire_delay * ( swp->primary_bank_slot_count[ ban… in ship_fire_primary()11585 …swp->next_primary_fire_stamp[bank_to_fire] = timestamp((int)(next_fire_delay / pm->gun_banks[bank_… in ship_fire_primary()11702 fbfire_info.bank = bank_to_fire; in ship_fire_primary()[all …]
1594 extern bool in_autoaim_fov(ship *shipp, int bank_to_fire, object *obj);