Searched refs:p_immune (Results 1 – 9 of 9) sorted by relevance
91 if (p_immune(FLAME))93 if (p_immune(ELECTRICITY))95 if (p_immune(COLD))97 if (p_immune(POISON))99 if (p_immune(ACID))101 if (p_immune(FEAR))103 if (p_immune(SLEEP))105 if (p_immune(NEGENERGY))107 if (p_immune(THEFT))109 if (p_immune(GAZE))[all …]
57 if (! p_immune(GAZE)) {
79 if (! p_immune(FEAR)) Player.status[AFRAID] += m->level;126 if (! p_immune(FEAR)) Player.status[AFRAID] += m->level;644 if (p_immune(THEFT) || (Player.level > (m->level*2)+random_range(20)))
220 if (! p_immune(SLEEP)) {489 else if (p_immune(ACID)) in acid_cloud()541 if (! p_immune(POISON))1172 if (p_immune(NEGENERGY))
244 if (! p_immune(ACID)) { in l_trap_acid()
578 else if (! p_immune(FEAR)) {
502 if (! p_immune(dtype)) {
172 int p_immune(dtype) in p_immune() function
63 int p_immune ARGS((int));