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Searched refs:current_weapon (Results 1 – 25 of 42) sorted by relevance

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/dports/games/0verkill/0verkill-0.16/
H A Dserver.c423 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()
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H A Dbot.c92 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 Dclient.c83 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()
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H A Dserver.h24 unsigned char current_weapon; member
/dports/games/alephone/alephone-release-20190331/Source_Files/GameWorld/
H A Dweapons.cpp363 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()
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H A Dweapons.h138 short current_weapon; member
/dports/games/scummvm/scummvm-2.5.1/engines/ultima/nuvie/core/
H A Dplayer.cpp61 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 Dplayer.h63 sint8 current_weapon; variable
162 return current_weapon; in get_current_weapon()
/dports/games/abuse_sdl/abuse-0.8/src/
H A Dview.cpp75 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()
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H A Dstatbar.cpp153 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 Dview.h56 int32_t current_weapon; variable
H A Dcop.cpp196 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 Dobj-info.c615 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 Dplayer-util.c609 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 Dcmd-cave.c509 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 Dwalker.h127 unsigned short current_weapon; variable
H A Dstats.cpp99 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 Dkeycontrol.cpp594 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 Dkeycontrol.cpp641 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 DTODO25 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 Doverview.c261 static int current_weapon = 0; in overview() local
274current_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 Dskinning.c745 static int current_weapon = 0; in main() local
771current_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 Dskinning.c745 static int current_weapon = 0; in main() local
771current_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 Dskinning.c745 static int current_weapon = 0; in main() local
771current_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 Dskinning.c745 static int current_weapon = 0;
771current_weapon = nk_combo(&ctx, weapons, LEN(weapons), current_weapon, 25, nk_vec2(nk_widget_width…

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