Searched refs:isGrenade (Results 1 – 8 of 8) sorted by relevance
/dports/games/cdogs-sdl/cdogs-sdl-1.0.1/src/ |
H A D | prep_equip.c | 41 PlayerData *p, const int idx, const CArray *guns, const bool isGrenade); 120 PlayerData *p, const int idx, const CArray *guns, const bool isGrenade) in AddDefaultGuns() argument 135 const int first = isGrenade ? MAX_GUNS : 0; in AddDefaultGuns() 136 const int max = isGrenade ? MAX_WEAPONS : MAX_GUNS; in AddDefaultGuns() 137 const int size = isGrenade ? MAX_GRENADES : MAX_GUNS; in AddDefaultGuns() 147 const char *gunName = isGrenade ? defaultGrenades[idx][defaultIdx] in AddDefaultGuns() 172 if (((*wc)->Type == GUNTYPE_GRENADE) != isGrenade) in AddDefaultGuns()
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H A D | weapon_menu.c | 190 const CArray *weapons, const struct vec2i menuSize, const bool isGrenade, 258 const CArray *weapons, const struct vec2i menuSize, const bool isGrenade, in CreateGunMenu() argument 265 if (((*wc)->Type == GUNTYPE_GRENADE) != isGrenade) in CreateGunMenu()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/externalized/ |
H A D | ItemModel.h | 60 virtual bool isGrenade() const;
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H A D | ItemModel.cc | 87 bool ItemModel::isGrenade() const { return usItemClass == IC_GRENADE; } in isGrenade() function in ItemModel
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/dports/games/cdogs-sdl/cdogs-sdl-1.0.1/src/cdogs/ |
H A D | weapon_class.c | 128 bool isGrenade = false; in LoadWeaponClass() local 129 LoadBool(&isGrenade, node, "IsGrenade"); in LoadWeaponClass() 130 if (isGrenade) in LoadWeaponClass()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TileEngine/ |
H A D | Physics.cc | 409 else if ( GCM->getItem(pObject->Obj.usItem)->isGrenade() ) in PhysicsUpdateLife() 2147 if ( GCM->getItem(pObj->usItem)->isGrenade() ) in HandleArmedObjectImpact() 2232 else if ( GCM->getItem(pObject->Obj.usItem)->isGrenade() ) in HandleArmedObjectImpact()
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H A D | Explosion_Control.cc | 1043 if ( GCM->getItem(usItem)->isGrenade() ) in ExpAffect()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/ |
H A D | Items.cc | 576 …if ( (GCM->getItem(pSoldier->inv[ bLoop ].usItem)->isGrenade()) && !GLGrenadeInSlot( pSoldier, bLo… in FindThrowableGrenade()
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