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Searched refs:cur_weapon (Results 1 – 19 of 19) sorted by relevance

/dports/games/fs2open/fs2open.github.com-release_21_4_1/fred2/
H A Dweaponeditordlg.cpp336 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()
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H A Dweaponeditordlg.h35 ship_weapon pilot, *cur_weapon; variable
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/fred2/
H A Dweaponeditordlg.cpp320 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 …]
H A Dweaponeditordlg.h35 ship_weapon pilot, *cur_weapon; variable
/dports/games/d2x/d2x-0.2.5/main/
H A Dweapon.c414 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()
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/dports/games/cataclysm-dda/Cataclysm-DDA-0.F/src/
H A Dmelee.cpp524 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()
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H A Dmonattack.cpp2700 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()
/dports/games/cataclysm-dda-tiles/Cataclysm-DDA-0.F/src/
H A Dmelee.cpp524 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()
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H A Dmonattack.cpp2700 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()
/dports/games/el/Eternal-Lands-1.9.5.9-1/
H A Dactors.h399 #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()
H A Dcal.c679cur_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()
H A Dnew_actors.c223 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()
H A Dactor_init.cpp191 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()
H A Dactor_scripts.c788 …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()
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H A Dgamewin.c435 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()
/dports/games/freedink-data/freedink-data-1.08.20170409/dink/Story/
H A DSTART-1.c49 &cur_weapon = 1; in click()
/dports/games/freedink-data/freedink-data-1.08.20170409/soundtest/story/
H A Dstart.c118 &cur_weapon = 1; in main()
/dports/games/edge/Edge-1.35-source/data/doom/
H A Dcoal_api.ec285 function cur_weapon() : string = native
/dports/games/edge/Edge-1.35/doom_ddf/
H A Dcoal_api.ec285 function cur_weapon() : string = native