/dports/games/0verkill/0verkill-0.16/ |
H A D | server.c | 423 return p->current_weapon; in select_best_weapon() 514 p->current_weapon=0; in init_player() 2256 q->current_weapon=w; in change_weapon_player() 2275 q->current_weapon=a; in fire_player() 2302 q->current_weapon, in fire_player() 2316 q->current_weapon, in fire_player() 2330 q->current_weapon, in fire_player() 2344 q->current_weapon, in fire_player() 2358 q->current_weapon, in fire_player() 2372 q->current_weapon, in fire_player() [all …]
|
H A D | bot.c | 92 unsigned char current_weapon; variable 306 current_weapon=0; in contact_server() 684 p->member.ttl=weapon[current_weapon].cadence+HOLD_GUN_AFTER_SHOOT; in process_packet() 750 p->member.ttl=weapon[current_weapon].cadence+HOLD_GUN_AFTER_SHOOT; in process_packet() 769 p->member.ttl=weapon[current_weapon].cadence+HOLD_GUN_AFTER_SHOOT; in process_packet() 789 p->member.ttl=weapon[current_weapon].cadence+HOLD_GUN_AFTER_SHOOT; in process_packet() 809 p->member.ttl=weapon[current_weapon].cadence+HOLD_GUN_AFTER_SHOOT; in process_packet() 824 p->member.ttl=weapon[current_weapon].cadence+HOLD_GUN_AFTER_SHOOT; in process_packet() 840 p->member.ttl=weapon[current_weapon].cadence+HOLD_GUN_AFTER_SHOOT; in process_packet() 852 current_weapon=packet[11+2*ARMS]; in process_packet()
|
H A D | client.c | 83 unsigned char current_weapon; variable 442 current_weapon=0; in contact_server() 989 p->member.ttl=weapon[current_weapon].cadence+HOLD_GUN_AFTER_SHOOT; in process_packet() 1055 p->member.ttl=weapon[current_weapon].cadence+HOLD_GUN_AFTER_SHOOT; in process_packet() 1074 p->member.ttl=weapon[current_weapon].cadence+HOLD_GUN_AFTER_SHOOT; in process_packet() 1094 p->member.ttl=weapon[current_weapon].cadence+HOLD_GUN_AFTER_SHOOT; in process_packet() 1114 p->member.ttl=weapon[current_weapon].cadence+HOLD_GUN_AFTER_SHOOT; in process_packet() 1157 current_weapon=packet[11+2*ARMS]; in process_packet() 1337 sprintf(txt,"%10s",weapon[current_weapon].name); in draw_board() 1343 sprintf(txt,"% 4d",ammo[current_weapon]); in draw_board() [all …]
|
H A D | server.h | 24 unsigned char current_weapon; member
|
/dports/games/alephone/alephone-release-20190331/Source_Files/GameWorld/ |
H A D | weapons.cpp | 363 player_weapons->current_weapon= NONE; in initialize_player_weapons() 422 player_weapons->current_weapon= NONE; in check_player_weapons_for_environment_change() 1051 if (pd->current_weapon != which_weapon) in get_player_weapon_drawn() 1505 switch(player_weapons->current_weapon) in get_player_weapon_mode_and_type() 1694 …assert(player_weapons->current_weapon>=0 && player_weapons->current_weapon<short(NUMBER_OF_WEAPONS… in get_player_trigger_data() 1717 …assert(player_weapons->current_weapon>=0 && player_weapons->current_weapon<short(NUMBER_OF_WEAPONS… in get_player_current_weapon() 1938 …assert(player_weapons->current_weapon>=0 && player_weapons->current_weapon<short(NUMBER_OF_WEAPONS… in get_current_weapon_definition() 3579 if(player_weapons->current_weapon==NONE) in idle_weapon() 3632 if(player_weapons->current_weapon!=NONE) in idle_weapon() 3788 if(player_weapons->current_weapon!=NONE) in change_to_desired_weapon() [all …]
|
H A D | weapons.h | 138 short current_weapon; member
|
/dports/games/scummvm/scummvm-2.5.1/engines/ultima/nuvie/core/ |
H A D | player.cpp | 61 current_weapon = 0; in Player() 74 current_weapon = -1; in init() 214 current_weapon = ACTOR_NO_READIABLE_LOCATION; in set_actor() 605 return actor->weapon_can_hit(actor->get_weapon(current_weapon), x, y); in weapon_can_hit() 612 current_weapon = ACTOR_NO_READIABLE_LOCATION; in attack_select_init() 629 …arget_actor->is_visible() && actor->weapon_can_hit(actor->get_weapon(current_weapon), target_actor… in attack_select_init() 655 for (i = current_weapon + 1; i < ACTOR_MAX_READIED_OBJECTS; i++) { in attack_select_next_weapon() 668 current_weapon = location; in attack_select_weapon_at_location() 684 current_weapon = location; in attack_select_weapon_at_location() 703 actor->attack(current_weapon, target, target_actor); in attack()
|
H A D | player.h | 63 sint8 current_weapon; variable 162 return current_weapon; in get_current_weapon()
|
/dports/games/abuse_sdl/abuse-0.8/src/ |
H A D | view.cpp | 75 if (weapon_total(current_weapon)==0 && current_weapon) in add_ammo() 235 current_weapon=0; in view() 310 sbar.draw_ammo(screen,i,weapons[i],current_weapon==i); in draw_character_damage() 530 current_weapon=lltl(x); in process_input() 583 int c=current_weapon; in next_weapon() 597 while (c!=current_weapon) in next_weapon() 612 int c=current_weapon; in last_weapon() 626 while (c!=current_weapon) in last_weapon() 898 current_weapon=0; in reset_player() 1027 case V_CURRENT_WEAPON : return current_weapon; break; in get_view_var_value() [all …]
|
H A D | statbar.cpp | 153 if (v->current_weapon==i) in redraw() 160 if (v->current_weapon==i) in redraw() 333 if (last_demo_mbut==2 && icon_in_selection!=v->current_weapon && in step() 351 if (currently_selected_weapon!=v->current_weapon) in step() 353 currently_selected_weapon=v->current_weapon; in step()
|
H A D | view.h | 56 int32_t current_weapon; variable
|
H A D | cop.cpp | 196 o->otype=weapon_types[v->current_weapon]; // switch to correct top part in top_ai() 665 push_onto_list(LNumber::Create(v->weapon_total(v->current_weapon)),args); in cop_mover() 671 v->add_ammo(v->current_weapon,lnumber_value(ret)); in cop_mover()
|
/dports/games/angband/Angband-4.2.2/src/ |
H A D | obj-info.c | 615 struct object *current_weapon = slot_object(player, weapon_slot); in obj_known_blows() local 648 player->body.slots[weapon_slot].obj = current_weapon; in obj_known_blows() 688 player->body.slots[weapon_slot].obj = current_weapon; in obj_known_blows() 770 struct object *current_weapon = slot_object(player, weapon_slot); in obj_known_damage() local 783 player->body.slots[weapon_slot].obj = current_weapon; in obj_known_damage() 960 struct object *current_weapon = slot_object(player, weapon_slot); in o_obj_known_damage() local 973 player->body.slots[weapon_slot].obj = current_weapon; in o_obj_known_damage()
|
H A D | player-util.c | 609 struct object *current_weapon = slot_object(player, weapon_slot); in player_best_digger() local 622 if (obj != current_weapon) { in player_best_digger() 637 if (obj != current_weapon) { in player_best_digger() 639 player->body.slots[weapon_slot].obj = current_weapon; in player_best_digger()
|
H A D | cmd-cave.c | 509 struct object *current_weapon = slot_object(player, weapon_slot); in do_cmd_tunnel_aux() local 520 if (best_digger != current_weapon) { in do_cmd_tunnel_aux() 538 if (best_digger != current_weapon) { in do_cmd_tunnel_aux() 542 player->body.slots[weapon_slot].obj = current_weapon; in do_cmd_tunnel_aux()
|
/dports/games/openglad/openglad-0.98/src/ |
H A D | walker.h | 127 unsigned short current_weapon; variable
|
H A D | stats.cpp | 99 controller->current_weapon = controller->default_weapon; in clear_command() 381 controller->current_weapon = com1; in do_command() 384 controller->current_weapon = controller->default_weapon; in do_command()
|
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/io/ |
H A D | keycontrol.cpp | 594 int get_prev_weapon_looped(int current_weapon, int subtype) in get_prev_weapon_looped() argument 600 new_index = (Num_weapon_types + current_weapon - i) % Num_weapon_types; in get_prev_weapon_looped() 608 return current_weapon; in get_prev_weapon_looped() 611 int get_next_weapon_looped(int current_weapon, int subtype) in get_next_weapon_looped() argument 617 new_index = (current_weapon + i) % Num_weapon_types; in get_next_weapon_looped() 625 return current_weapon; in get_next_weapon_looped()
|
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/io/ |
H A D | keycontrol.cpp | 641 int get_prev_weapon_looped(int current_weapon, int subtype) in get_prev_weapon_looped() argument 648 new_index = (size + current_weapon - i) % size; in get_prev_weapon_looped() 656 return current_weapon; in get_prev_weapon_looped() 659 int get_next_weapon_looped(int current_weapon, int subtype) in get_next_weapon_looped() argument 666 new_index = (current_weapon + i) % size; in get_next_weapon_looped() 674 return current_weapon; in get_next_weapon_looped()
|
/dports/games/atanks/atanks-6.5/ |
H A D | TODO | 25 After lots of black magic to select a weapon or item, finally in line 3567 the current_weapon conta…
|
/dports/games/libretro-cap32/libretro-cap32-ad7397f/libretro/nukleargui/nuklear/ |
H A D | overview.c | 261 static int current_weapon = 0; in overview() local 274 … current_weapon = nk_combo(ctx, weapons, LEN(weapons), current_weapon, 25, nk_vec2(200,200)); in overview()
|
/dports/security/ridl/ridl-11b3240/nuklear/example/ |
H A D | skinning.c | 745 static int current_weapon = 0; in main() local 771 …current_weapon = nk_combo(&ctx, weapons, LEN(weapons), current_weapon, 25, nk_vec2(nk_widget_width… in main()
|
/dports/audio/midi-matrix-lv2/midi-matrix-0.28.0/subprojects/nk_pugl/nuklear/example/ |
H A D | skinning.c | 745 static int current_weapon = 0; in main() local 771 …current_weapon = nk_combo(&ctx, weapons, LEN(weapons), current_weapon, 25, nk_vec2(nk_widget_width… in main()
|
/dports/audio/moony-lv2/moony-0.36.0/subprojects/nk_pugl/nuklear/example/ |
H A D | skinning.c | 745 static int current_weapon = 0; in main() local 771 …current_weapon = nk_combo(&ctx, weapons, LEN(weapons), current_weapon, 25, nk_vec2(nk_widget_width… in main()
|
/dports/audio/vm-lv2/vm-0.14.0/subprojects/nk_pugl/nuklear/example/ |
H A D | skinning.c | 745 static int current_weapon = 0; 771 …current_weapon = nk_combo(&ctx, weapons, LEN(weapons), current_weapon, 25, nk_vec2(nk_widget_width…
|