/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TacticalAI/ |
H A D | Attacks.cc | 1339 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 …]
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/ |
H A D | Items.h | 70 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 );
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H A D | Items.cc | 3163 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()
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H A D | LOS.cc | 1784 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()
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/dports/games/openclonk/openclonk-release-8.1-src/planet/Objects.ocd/Libraries.ocd/MeleeWeapons.ocd/ |
H A D | Script.c | 108 func FxIntIsBeingStruckStart(pTarget, effect, iTemp, iDamage, angle, object from) in FxIntIsBeingStruckStart() argument 112 effect.damage = iDamage; in FxIntIsBeingStruckStart()
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/dports/games/openclonk/openclonk-release-8.1-src/planet/Objects.ocd/Items.ocd/Weapons.ocd/Shield.ocd/ |
H A D | Script.c | 31 public func HitByWeapon(by, iDamage) in HitByWeapon() argument
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/dports/games/openjk/OpenJK-07675e2/codemp/game/ |
H A D | bg_vehicles.h | 72 int iDamage; //damage done when traceline or projectile directly hits target member
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H A D | bg_vehicleLoad.c | 115 …{"damage", VWFOFS(iDamage), VF_INT}, //damage done when traceline or projectile directly hits tar…
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H A D | g_weapon.c | 3748 missile->damage = vehWeapon->iDamage; in WP_FireVehicleWeapon()
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/dports/games/openjk/OpenJK-07675e2/code/game/ |
H A D | g_vehicles.h | 74 int iDamage; //damage done when traceline or projectile directly hits target member
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H A D | bg_vehicleLoad.cpp | 178 …{"damage", VWFOFS(iDamage), VF_INT}, //damage done when traceline or projectile directly hits tar…
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H A D | g_weapon.cpp | 674 missile->damage = vehWeapon->iDamage; in WP_FireVehicleWeapon()
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