/dports/games/cdogs-sdl/cdogs-sdl-1.0.1/src/cdogs/ |
H A D | tile.c | 86 ? t->ClassAlt->shootable in TileIsShootable() 87 : t->Class->shootable; in TileIsShootable()
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H A D | tile_class.h | 69 bool shootable; // blocks bullets member
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/dports/games/maelstrom/Maelstrom-3.0.6/netlogic/ |
H A D | object.cpp | 29 shootable = 1; in Object() 52 shootable = 0; in Explode()
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H A D | object.h | 107 while ( shootable && (shot=ship->ShotHit(&HitRect)) ) { in HitBy() 241 int shootable; variable
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H A D | objects.h | 148 shootable = 0; in BeenShot() 249 shootable = 0; in Explode()
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H A D | objects.cpp | 61 shootable = 0; in Shrapnel()
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H A D | player.cpp | 106 shootable = 1; in NewShip() 276 shootable = 0; in Explode()
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/dports/games/kobodeluxe/KoboDeluxe-0.5.1/ |
H A D | enemies.h | 104 int shootable; variable 269 shootable = 1; in make() 361 if(!shootable || (norm >= ((VIEWLIMIT >> 1) + 8))) in move()
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H A D | enemy.cpp | 290 shootable = 0; in make_beam() 535 shootable = 0; in make_expl() 787 shootable = 0; in make_pipe1() 877 shootable = 0; in make_kobopipe2()
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/dports/games/tuxtype/tuxtype-1.8.3/src/ |
H A D | laser.c | 235 && comets[i].shootable in PlayLaserGame() 253 comets[lowest].shootable = 0; in PlayLaserGame() 255 comets[lowest].next->shootable = 1; in PlayLaserGame() 867 comets[location].shootable = 1; in laser_add_comet() 907 comets[location].shootable = 1; in laser_add_comet() 909 comets[location].shootable = 0; in laser_add_comet()
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H A D | laser.h | 45 int shootable; member
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/dports/games/trenchbroom/TrenchBroom-ed46601/app/resources/games/Quake/ |
H A D | Quake.fgd | 376 health(integer) : "Health (shootable)" : 0 406 8 : "Not shootable" : 0 407 16 : "Always shootable" : 0 419 health(integer) : "Health (shootable)" 509 health(integer) : "Health (shootable)" 515 health(integer) : "Health (shootable)"
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/dports/games/xonotic/Xonotic/source/qcsrc/common/triggers/func/ |
H A D | door_secret.qc | 15 const float SECRET_YES_SHOOT = 16; // shootable even if targeted 190 always_shoot = even if targeted, keep shootable
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H A D | button.qc | 126 // if (this.health == 0) // all buttons are now shootable
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/dports/games/vavoom/vavoom-1.33/progs/common/linespec/ |
H A D | LightningZap.vc | 51 // Check for a non-shootable mobj
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/dports/games/scummvm/scummvm-2.5.1/engines/glk/agt/ |
H A D | runverb.cpp | 697 if (!tnoun(wep) || !noun[wep - first_noun].shootable) { in v_attack() 718 } else if (!tnoun(wep) || !noun[wep - first_noun].shootable) { in v_attack() 1619 && noun[iobj - first_noun].shootable) in check_obj() 1624 && noun[dobj - first_noun].shootable) in check_obj()
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H A D | debugcmd.cpp | 563 writeattr("12.*Shootable:", noun[i].shootable); in noun_edit() 612 tog(noun[i].shootable); in noun_edit()
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/dports/games/redeclipse/base-2.0.0/src/game/ |
H A D | ai.cpp | 1162 bool shootable = false; in process() local 1165 shootable = e && targetable(d, e, true); in process() 1166 if(!shootable || d->skill >= 50 || d->ai->dontmove) in process() 1173 …if(!shootable) violence(d, b, f, !d->ai->dontmove && (b.type != AI_S_DEFEND || b.targtype != AI_T_… in process() 1174 shootable = true; in process() 1177 else shootable = false; // would hit non-targetable person in process() 1179 else if(!shootable || d->ai->dontmove) in process() 1182 shootable = (e = game::getclient(d->ai->enemy)) != NULL; in process() 1183 if(!shootable) in process() 1213 if(shootable) in process()
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/dports/games/quake-dpmod/quake-dpmod-20130301/dpmod/qc/ |
H A D | buttons.qc | 145 // if (self.health == 0) // all buttons are now shootable
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/doom64/defs/ |
H A D | objects.ded | 55 Flags = solid | shootable | countkill; 81 Flags = solid | shootable | countkill; 107 Flags = solid | shootable | countkill; 135 Flags = solid | shootable | countkill; 163 Flags = solid | shootable | countkill; 243 Flags = solid | shootable | countkill; 298 Flags = solid | shootable | countkill; 326 Flags = solid | shootable | countkill; 410 Flags = solid | shootable | countkill; 465 Flags = solid | shootable | countkill; [all …]
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/dports/games/libretro-tyrquake/tyrquake-e76477d/QW/progs/ |
H A D | doors.qc | 355 // shootable, fired, or key doors just needed the owner/enemy links, 566 float SECRET_YES_SHOOT = 16; // shootable even if targeted 716 always_shoot = even if targeted, keep shootable
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/dports/games/qcc/send/v101qc/ |
H A D | doors.qc | 351 // shootable, fired, or key doors just needed the owner/enemy links, 562 float SECRET_YES_SHOOT = 16; // shootable even if targeted 710 always_shoot = even if targeted, keep shootable
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/dports/games/quake-data/quake-data-1.0.6_2/qw/ |
H A D | doors.qc | 355 // shootable, fired, or key doors just needed the owner/enemy links, 566 float SECRET_YES_SHOOT = 16; // shootable even if targeted 716 always_shoot = even if targeted, keep shootable
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/dports/games/quake-source/quake-source-1.01_1/qw/ |
H A D | doors.qc | 355 // shootable, fired, or key doors just needed the owner/enemy links, 566 float SECRET_YES_SHOOT = 16; // shootable even if targeted 716 always_shoot = even if targeted, keep shootable
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/dports/games/quake-source/quake-source-1.01_1/send/v101qc/ |
H A D | doors.qc | 351 // shootable, fired, or key doors just needed the owner/enemy links, 562 float SECRET_YES_SHOOT = 16; // shootable even if targeted 710 always_shoot = even if targeted, keep shootable
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