Searched refs:mapRestart (Results 1 – 25 of 26) sorted by relevance
12
297 if( cg.mapRestart ) in CG_TransitionPlayerState()300 cg.mapRestart = qfalse; in CG_TransitionPlayerState()
504 cg.mapRestart = qtrue; in CG_MapRestart()
941 qboolean mapRestart; // set on a map restart to set back the weapon member
568 if ( cg.mapRestart ) { in CG_TransitionPlayerState()570 cg.mapRestart = qfalse; in CG_TransitionPlayerState()
210 if ( cg.mapRestart ) { in CG_TransitionSnapshot()
731 cg.mapRestart = qtrue; in CG_MapRestart()
749 qboolean mapRestart; // set on a map restart to set back the weapon member
523 if ( cg.mapRestart ) { in CG_TransitionPlayerState()525 cg.mapRestart = qfalse; in CG_TransitionPlayerState()
1072 cg.mapRestart = qtrue; in CG_MapRestart()
789 qboolean mapRestart; // set on a map restart to set back the weapon member
504 if ( cg.mapRestart ) { in CG_TransitionPlayerState()506 cg.mapRestart = qfalse; in CG_TransitionPlayerState()
465 cg.mapRestart = qtrue; in CG_MapRestart()
489 qboolean mapRestart; // set on a map restart to set back the weapon member
531 if ( cg.mapRestart ) { in CG_TransitionPlayerState()533 cg.mapRestart = qfalse; in CG_TransitionPlayerState()
225 if ( cg.mapRestart ) { in CG_TransitionSnapshot()
688 cg.mapRestart = qtrue; in CG_MapRestart()
454 cg.mapRestart = qtrue; in CG_MapRestart()