Searched refs:getWeaponClass (Results 1 – 10 of 10) sorted by relevance
39 int nbImpacts = dmg_.pWeapon->getWeaponClass()->shotsPerAmmo(); in inflictDamage()68 dmg_.dvalue = (*it).second * dmg_.pWeapon->getWeaponClass()->damagePerShot(); in inflictDamage()74 double angle = dmg_.pWeapon->getWeaponClass()->shotAngle(); in diffuseImpact()201 dmg_.pWeapon->getWeaponClass()->impactAnims()->objectHit : in createImpactAnimation()202 dmg_.pWeapon->getWeaponClass()->impactAnims()->groundHit); in createImpactAnimation()386 speed_ = dmg.pWeapon->getWeaponClass()->shotSpeed(); in ProjectileShot()403 distanceMax_ = dmg.pWeapon->getWeaponClass()->range(); in ProjectileShot()540 int dmgRange = dmg_.pWeapon->getWeaponClass()->rangeDmg(); in inflictDamage()574 dmg_.pWeapon->getWeaponClass()->impactAnims()->trace_anim); in drawTrace()586 dmg_.pWeapon->getWeaponClass()->impactAnims()->trace_anim); in FlamerShot()
345 adjustAimedPtWithRangeAndAccuracy(pWeapon->getWeaponClass(), &adjAimedLocW); in addActionShootAt()347 if (pWeapon->getWeaponClass()->isAutomatic()) { in addActionShootAt()
290 Weapon *getWeaponClass() { return pWeaponClass_; } in getWeaponClass() function
596 pWeapon->getWeaponClass()->timeReload(); in getTimeBetweenShoots()
958 dmg.dtype = pWeapon->getWeaponClass()->dmgType(); in fillDamageDesc()959 dmg.dvalue = pWeapon->getWeaponClass()->damagePerShot(); in fillDamageDesc()960 dmg.range = pWeapon->getWeaponClass()->range(); in fillDamageDesc()1004 fireRateTimer_(pWeapon->getWeaponClass()->fireRate()) in AutomaticShootAction()
238 Weapon *pW = wi->getWeaponClass(); in drawAgent()599 pSelectedWeap_ = wi->getWeaponClass(); in handleMouseDown()793 g_Session.setMoney(g_Session.getMoney() + pWi->getWeaponClass()->cost()); in handleAction()813 if (g_gameCtrl.weapons().isAvailable(wi->getWeaponClass())) { in updateSelectedWeapon()
157 Weapon *pWeapon = pAgent->weapon(wi)->getWeaponClass(); in checkNewWeaponFound()
1248 s = wi->getWeaponClass()->selector();1260 s = wi->getWeaponClass()->selector() + 40;
248 bool getWeaponClass(const WzString& weaponClassStr, WEAPON_CLASS *weaponClass);
434 if (!getWeaponClass(ini.value("weaponClass").toWzString(), &psStats->weaponClass)) in loadWeaponStats()474 else if (!getWeaponClass(periodicalDamageWeaponClass, &psStats->periodicalDamageWeaponClass)) in loadWeaponStats()1620 bool getWeaponClass(const WzString& weaponClassStr, WEAPON_CLASS *weaponClass) in getWeaponClass() function