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Searched refs:iDamage (Results 1 – 12 of 12) sorted by relevance

/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TacticalAI/
H A DAttacks.cc1339 INT32 iDamage; in EstimateShotDamage() local
1433 iDamage -= iTotalProt; in EstimateShotDamage()
1437 iDamage = AMMO_DAMAGE_ADJUSTMENT_HP( iDamage ); in EstimateShotDamage()
1456 if (iDamage < 1) in EstimateShotDamage()
1457 iDamage = 1; // assume we can do at LEAST 1 pt minimum damage in EstimateShotDamage()
1459 return( iDamage ); in EstimateShotDamage()
1466 INT32 iExplosDamage, iBreathDamage, iArmourAmount, iDamage = 0; in EstimateThrowDamage() local
1523 iDamage += 15; in EstimateThrowDamage()
1533 iDamage += iExplosDamage + (iBreathDamage / 3); in EstimateThrowDamage()
1537 iDamage = (iDamage * pSoldier->inv[ubItemPos].bStatus[0]) / 100; in EstimateThrowDamage()
[all …]
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DItems.h70 void CheckEquipmentForDamage( SOLDIERTYPE *pSoldier, INT32 iDamage );
148 BOOLEAN DamageItemOnGround(OBJECTTYPE* pObject, INT16 sGridNo, INT8 bLevel, INT32 iDamage, SOLDIERT…
157 void CheckEquipmentForFragileItemDamage( SOLDIERTYPE *pSoldier, INT32 iDamage );
H A DItems.cc3163 static BOOLEAN DamageItem(OBJECTTYPE* pObject, INT32 iDamage, BOOLEAN fOnGround) in DamageItem() argument
3177 bDamage = CheckItemForDamage( pObject->usItem, iDamage ); in DamageItem()
3237 pObject->bAttachStatus[bLoop] -= CheckItemForDamage( pObject->usAttachItem[bLoop], iDamage ); in DamageItem()
3249 void CheckEquipmentForDamage( SOLDIERTYPE *pSoldier, INT32 iDamage ) in CheckEquipmentForDamage() argument
3262 fBlowsUp = DamageItem(i, iDamage, FALSE); in CheckEquipmentForDamage()
3281 void CheckEquipmentForFragileItemDamage( SOLDIERTYPE *pSoldier, INT32 iDamage ) in CheckEquipmentForFragileItemDamage() argument
3296 DamageItem(i, iDamage, FALSE); in CheckEquipmentForFragileItemDamage()
3312 …TYPE* const pObject, const INT16 sGridNo, const INT8 bLevel, const INT32 iDamage, SOLDIERTYPE* con… in DamageItemOnGround() argument
3316 fBlowsUp = DamageItem( pObject, iDamage, TRUE ); in DamageItemOnGround()
H A DLOS.cc1784 INT32 iImpact, iDamage; in BulletHitMerc() local
1975 iDamage = 0; in BulletHitMerc()
1997 iDamage = BulletImpact(pFirer, &tgt, ubHitLocation, iImpact, sHitBy, &ubSpecial); in BulletHitMerc()
2025 iDamage = BulletImpact(pFirer, &tgt, ubHitLocation, iImpact, sHitBy, &ubSpecial); in BulletHitMerc()
2110 if (iDamage < iImpact) in BulletHitMerc()
2112 iImpact = iDamage; in BulletHitMerc()
2179 …WeaponHit(&tgt, pFirer->usAttackingWeapon, iDamage, breath_loss, hit_direction, tgt.dXPos, tgt.dYP… in BulletHitMerc()
/dports/games/openclonk/openclonk-release-8.1-src/planet/Objects.ocd/Libraries.ocd/MeleeWeapons.ocd/
H A DScript.c108 func FxIntIsBeingStruckStart(pTarget, effect, iTemp, iDamage, angle, object from) in FxIntIsBeingStruckStart() argument
112 effect.damage = iDamage; in FxIntIsBeingStruckStart()
/dports/games/openclonk/openclonk-release-8.1-src/planet/Objects.ocd/Items.ocd/Weapons.ocd/Shield.ocd/
H A DScript.c31 public func HitByWeapon(by, iDamage) in HitByWeapon() argument
/dports/games/openjk/OpenJK-07675e2/codemp/game/
H A Dbg_vehicles.h72 int iDamage; //damage done when traceline or projectile directly hits target member
H A Dbg_vehicleLoad.c115 …{"damage", VWFOFS(iDamage), VF_INT}, //damage done when traceline or projectile directly hits tar…
H A Dg_weapon.c3748 missile->damage = vehWeapon->iDamage; in WP_FireVehicleWeapon()
/dports/games/openjk/OpenJK-07675e2/code/game/
H A Dg_vehicles.h74 int iDamage; //damage done when traceline or projectile directly hits target member
H A Dbg_vehicleLoad.cpp178 …{"damage", VWFOFS(iDamage), VF_INT}, //damage done when traceline or projectile directly hits tar…
H A Dg_weapon.cpp674 missile->damage = vehWeapon->iDamage; in WP_FireVehicleWeapon()