Searched refs:current_damage (Results 1 – 9 of 9) sorted by relevance
134 double current_damage = m_damage; in fire() local141 if (objects_penetrated >= m_max_penetration or current_damage <= 0) { in fire()155 current_damage = current_damage * m_penetrates_walls; in fire()163 hit_players[hit_player] += current_damage; in fire()165 current_damage = current_damage * m_penetrates_players; in fire()169 current_damage = current_damage * m_penetrates_walls; in fire()
474 cairo_rectangle_int_t *current_damage = in clutter_stage_cogl_redraw() local481 *current_damage = *clip_region; in clutter_stage_cogl_redraw()506 current_damage->x = 0; in clutter_stage_cogl_redraw()507 current_damage->y = 0; in clutter_stage_cogl_redraw()508 current_damage->width = geom.width; in clutter_stage_cogl_redraw()509 current_damage->height = geom.height; in clutter_stage_cogl_redraw()
100 struct pixman_region16 current_damage; member568 &self->current_damage); in on_render()569 pixman_region_clear(&self->current_damage); in on_render()577 pixman_region_union(&self->current_damage, &self->current_damage, damage); in wayvnc_damage_region()1002 pixman_region_init(&self.current_damage); in main()1027 pixman_region_fini(&self.current_damage); in main()
423 this_section_data->current_damage.Health=this_section_data->sempai->StartingStats.Health<<16;424 this_section_data->current_damage.Armour=this_section_data->sempai->StartingStats.Armour<<16;427 if (this_section_data->current_damage.Health<=0) {430 this_section_data->current_damage=Default_Damageblock;1736 if (this_section_data->current_damage.Health==0) {3984 child_list_ptr->current_damage.Health=0;4060 if (this_section_data->current_damage.Health>0) {4063 this_section_data->current_damage.Health+=health_increment; 5123 struct damageblock current_damage; member5182 COPYELEMENT_LOAD(current_damage);[all …]
213 struct damageblock current_damage; member
6506 tempdamage.Health=this_section_data->current_damage.Health;6507 tempdamage.Armour=this_section_data->current_damage.Armour;6508 DamageDamageBlock(&this_section_data->current_damage,damage,multiple);6513 healthdamage=tempdamage.Health-this_section_data->current_damage.Health;6514 armourdamage=tempdamage.Armour-this_section_data->current_damage.Armour;6585 if (this_section_data->current_damage.Health<=0) {10242 temp_damage=head->current_damage;
2652 if(Section->current_damage.Health<=0) in QueenIsDamaged()2654 Section->current_damage.Health=1; in QueenIsDamaged()
767 float damage = engine_unit.current_damage();
1325 stage_cogl: Don't scale the current_damage when adding to the damage_list