/dports/games/fs2open/fs2open.github.com-release_21_4_1/fred2/ |
H A D | weaponeditordlg.cpp | 336 cur_weapon->ai_class = m_ai_class; in change_selection() 337 cur_weapon->primary_bank_weapons[0] = m_gun1 - 1; in change_selection() 338 cur_weapon->primary_bank_weapons[1] = m_gun2 - 1; in change_selection() 399 m_ai_class = cur_weapon->ai_class; in change_selection() 401 if (cur_weapon->num_primary_banks > 0) { in change_selection() 407 if (cur_weapon->num_primary_banks > 1) { in change_selection() 413 if (cur_weapon->num_primary_banks > 2) { in change_selection() 419 if (cur_weapon->num_secondary_banks > 0) { in change_selection() 442 if (cur_weapon->num_secondary_banks > 1) { in change_selection() 465 if (cur_weapon->num_secondary_banks > 2) { in change_selection() [all …]
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H A D | weaponeditordlg.h | 35 ship_weapon pilot, *cur_weapon; variable
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/fred2/ |
H A D | weaponeditordlg.cpp | 320 cur_weapon->ai_class = m_ai_class; in change_selection() 321 cur_weapon->primary_bank_weapons[0] = m_gun1 - 1; in change_selection() 322 cur_weapon->primary_bank_weapons[1] = m_gun2 - 1; in change_selection() 383 m_ai_class = cur_weapon->ai_class; in change_selection() 385 if (cur_weapon->num_primary_banks > 0) { in change_selection() 391 if (cur_weapon->num_primary_banks > 1) { in change_selection() 397 if (cur_weapon->num_primary_banks > 2) { in change_selection() 403 if (cur_weapon->num_secondary_banks > 0) { in change_selection() 422 if (cur_weapon->num_secondary_banks > 1) { in change_selection() 441 if (cur_weapon->num_secondary_banks > 2) { in change_selection() [all …]
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H A D | weaponeditordlg.h | 35 ship_weapon pilot, *cur_weapon; variable
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/dports/games/d2x/d2x-0.2.5/main/ |
H A D | weapon.c | 414 int cur_weapon; in auto_select_weapon() local 421 cur_weapon++; in auto_select_weapon() 423 if (cur_weapon>=cutpoint) in auto_select_weapon() 442 cur_weapon=0; in auto_select_weapon() 448 cur_weapon = 0; in auto_select_weapon() 472 …} else if (PrimaryOrder[cur_weapon]!=255 && player_has_weapon(PrimaryOrder[cur_weapon], 0) == HAS_… in auto_select_weapon() 484 int cur_weapon; in auto_select_weapon() local 492 cur_weapon++; in auto_select_weapon() 494 if (cur_weapon>=cutpoint) in auto_select_weapon() 505 cur_weapon=0; in auto_select_weapon() [all …]
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/dports/games/cataclysm-dda/Cataclysm-DDA-0.F/src/ |
H A D | melee.cpp | 524 if( cur_weapon->is_null() ) { in melee_attack_abstract() 529 … if( cur_weapon->is_null() || ( worn_item.get_layer() >= cur_weapon->get_layer() ) ) { in melee_attack_abstract() 530 cur_weapon = &worn_item; in melee_attack_abstract() 539 if( cur_weapon->attack_time() > attack_speed( *cur_weapon ) * 20 ) { in melee_attack_abstract() 544 int move_cost = attack_speed( *cur_weapon ); in melee_attack_abstract() 569 if( can_miss_recovery( *cur_weapon ) ) { in melee_attack_abstract() 591 melee_train( *this, 2, 5, *cur_weapon ); in melee_attack_abstract() 638 cur_weapon->has_flag( flag_POLEARM ) ) { in melee_attack_abstract() 673 … ( cur_weapon && cur_weapon->is_null() && ( dealt_dam.type_damage( damage_type::CUT ) > 0 || in melee_attack_abstract() 756 cur_weapon->unset_flag( flag_UNARMED_WEAPON ); in melee_attack_abstract() [all …]
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H A D | monattack.cpp | 2700 item &cur_weapon = pl->weapon; in grab() local 2706 if( pl->can_grab_break( cur_weapon ) && dodged_grab ) { in grab() 2715 ma_technique tech = pl->martial_arts_data->get_grab_break_tec( cur_weapon ); in grab()
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/dports/games/cataclysm-dda-tiles/Cataclysm-DDA-0.F/src/ |
H A D | melee.cpp | 524 if( cur_weapon->is_null() ) { in melee_attack_abstract() 529 … if( cur_weapon->is_null() || ( worn_item.get_layer() >= cur_weapon->get_layer() ) ) { in melee_attack_abstract() 530 cur_weapon = &worn_item; in melee_attack_abstract() 539 if( cur_weapon->attack_time() > attack_speed( *cur_weapon ) * 20 ) { in melee_attack_abstract() 544 int move_cost = attack_speed( *cur_weapon ); in melee_attack_abstract() 569 if( can_miss_recovery( *cur_weapon ) ) { in melee_attack_abstract() 591 melee_train( *this, 2, 5, *cur_weapon ); in melee_attack_abstract() 638 cur_weapon->has_flag( flag_POLEARM ) ) { in melee_attack_abstract() 673 … ( cur_weapon && cur_weapon->is_null() && ( dealt_dam.type_damage( damage_type::CUT ) > 0 || in melee_attack_abstract() 756 cur_weapon->unset_flag( flag_UNARMED_WEAPON ); in melee_attack_abstract() [all …]
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H A D | monattack.cpp | 2700 item &cur_weapon = pl->weapon; in grab() local 2706 if( pl->can_grab_break( cur_weapon ) && dodged_grab ) { in grab() 2715 ma_technique tech = pl->martial_arts_data->get_grab_break_tec( cur_weapon ); in grab()
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/dports/games/el/Eternal-Lands-1.9.5.9-1/ |
H A D | actors.h | 399 #define ACTOR_WEAPON(a) (&(actors_defs[ACTOR(a)->actor_type].weapon[ACTOR(a)->cur_weapon])) 577 int cur_weapon; /*!< Sets the current weapon of the actor*/ member 689 return (act->cur_weapon==WEAPON_NONE||act->cur_weapon==GLOVE_FUR||act->cur_weapon==GLOVE_LEATHER); in is_actor_barehanded()
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H A D | cal.c | 679 …cur_weapon].mesh_index!=-1) _weaponmesh=CalCoreModel_GetCoreMesh(actors_defs[act->actor_type].core… in cal_render_actor() 716 if(actors_defs[act->actor_type].weapon[act->cur_weapon].glow>0){ in cal_render_actor() 717 glow=actors_defs[act->actor_type].weapon[act->cur_weapon].glow; in cal_render_actor()
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H A D | new_actors.c | 223 if(actors_list[i]->cur_weapon == GLOVE_FUR || actors_list[i]->cur_weapon == GLOVE_LEATHER){ in unwear_item_from_actor() 232 …rs_list[i], actors_defs[actors_list[i]->actor_type].weapon[actors_list[i]->cur_weapon].mesh_index); in unwear_item_from_actor() 234 actors_list[i]->cur_weapon = WEAPON_NONE; in unwear_item_from_actor() 384 actors_list[i]->cur_weapon=which_id; in actor_wear_item() 1091 actors_list[i]->cur_weapon=weapon; in add_enhanced_actor_from_server()
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H A D | actor_init.cpp | 191 if (act->cur_weapon >= 0) in render_mesh_shader() 193 if ((Sint32)a->weapon[act->cur_weapon].mesh_index == hmd.get_mesh_index()) in render_mesh_shader() 196 glow = a->weapon[act->cur_weapon].glow; in render_mesh_shader()
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H A D | actor_scripts.c | 788 …cal_actor_set_anim(actor_idx,actors_defs[a->actor_type].weapon[a->cur_weapon].cal_frames[cal_weapo… in set_on_idle() 790 …cal_actor_set_anim(actor_idx,actors_defs[a->actor_type].weapon[a->cur_weapon].cal_frames[cal_weapo… in set_on_idle() 1274 …cal_actor_set_anim(i,actors_defs[actor_type].weapon[actors_list[i]->cur_weapon].cal_frames[index]); in next_command() 1277 …cal_actor_set_anim(i,actors_defs[actor_type].weapon[actors_list[i]->cur_weapon].cal_frames[index]); in next_command() 1352 …cal_actor_set_anim(i,actors_defs[actor_type].weapon[actors_list[i]->cur_weapon].cal_frames[cal_wea… in next_command() 1354 …cal_actor_set_anim(i,actors_defs[actor_type].weapon[actors_list[i]->cur_weapon].cal_frames[cal_wea… in next_command() 1369 …cal_actor_set_anim(i,actors_defs[actor_type].weapon[actors_list[i]->cur_weapon].cal_frames[cal_wea… in next_command() 1374 …cal_actor_set_anim(i,actors_defs[actor_type].weapon[actors_list[i]->cur_weapon].cal_frames[cal_wea… in next_command() 1442 …cal_actor_set_anim(i,actors_defs[actor_type].weapon[actors_list[i]->cur_weapon].cal_frames[cal_wea… in next_command() 1446 …cal_actor_set_anim(i,actors_defs[actor_type].weapon[actors_list[i]->cur_weapon].cal_frames[cal_wea… in next_command() [all …]
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H A D | gamewin.c | 435 your_actor->cur_weapon >= BOW_LONG && in mouseover_game_handler() 436 your_actor->cur_weapon <= BOW_CROSS); in mouseover_game_handler() 613 your_actor->cur_weapon >= BOW_LONG && in click_game_handler() 614 your_actor->cur_weapon <= BOW_CROSS); in click_game_handler()
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/dports/games/freedink-data/freedink-data-1.08.20170409/dink/Story/ |
H A D | START-1.c | 49 &cur_weapon = 1; in click()
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/dports/games/freedink-data/freedink-data-1.08.20170409/soundtest/story/ |
H A D | start.c | 118 &cur_weapon = 1; in main()
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/dports/games/edge/Edge-1.35-source/data/doom/ |
H A D | coal_api.ec | 285 function cur_weapon() : string = native
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/dports/games/edge/Edge-1.35/doom_ddf/ |
H A D | coal_api.ec | 285 function cur_weapon() : string = native
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