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Searched refs:shootable (Results 1 – 25 of 99) sorted by relevance

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/dports/games/cdogs-sdl/cdogs-sdl-1.0.1/src/cdogs/
H A Dtile.c86 ? t->ClassAlt->shootable in TileIsShootable()
87 : t->Class->shootable; in TileIsShootable()
H A Dtile_class.h69 bool shootable; // blocks bullets member
/dports/games/maelstrom/Maelstrom-3.0.6/netlogic/
H A Dobject.cpp29 shootable = 1; in Object()
52 shootable = 0; in Explode()
H A Dobject.h107 while ( shootable && (shot=ship->ShotHit(&HitRect)) ) { in HitBy()
241 int shootable; variable
H A Dobjects.h148 shootable = 0; in BeenShot()
249 shootable = 0; in Explode()
H A Dobjects.cpp61 shootable = 0; in Shrapnel()
H A Dplayer.cpp106 shootable = 1; in NewShip()
276 shootable = 0; in Explode()
/dports/games/kobodeluxe/KoboDeluxe-0.5.1/
H A Denemies.h104 int shootable; variable
269 shootable = 1; in make()
361 if(!shootable || (norm >= ((VIEWLIMIT >> 1) + 8))) in move()
H A Denemy.cpp290 shootable = 0; in make_beam()
535 shootable = 0; in make_expl()
787 shootable = 0; in make_pipe1()
877 shootable = 0; in make_kobopipe2()
/dports/games/tuxtype/tuxtype-1.8.3/src/
H A Dlaser.c235 && 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()
H A Dlaser.h45 int shootable; member
/dports/games/trenchbroom/TrenchBroom-ed46601/app/resources/games/Quake/
H A DQuake.fgd376 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)"
/dports/games/xonotic/Xonotic/source/qcsrc/common/triggers/func/
H A Ddoor_secret.qc15 const float SECRET_YES_SHOOT = 16; // shootable even if targeted
190 always_shoot = even if targeted, keep shootable
H A Dbutton.qc126 // if (this.health == 0) // all buttons are now shootable
/dports/games/vavoom/vavoom-1.33/progs/common/linespec/
H A DLightningZap.vc51 // Check for a non-shootable mobj
/dports/games/scummvm/scummvm-2.5.1/engines/glk/agt/
H A Drunverb.cpp697 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()
H A Ddebugcmd.cpp563 writeattr("12.*Shootable:", noun[i].shootable); in noun_edit()
612 tog(noun[i].shootable); in noun_edit()
/dports/games/redeclipse/base-2.0.0/src/game/
H A Dai.cpp1162 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()
/dports/games/quake-dpmod/quake-dpmod-20130301/dpmod/qc/
H A Dbuttons.qc145 // if (self.health == 0) // all buttons are now shootable
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/plugins/doom64/defs/
H A Dobjects.ded55 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 …]
/dports/games/libretro-tyrquake/tyrquake-e76477d/QW/progs/
H A Ddoors.qc355 // 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
/dports/games/qcc/send/v101qc/
H A Ddoors.qc351 // 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
/dports/games/quake-data/quake-data-1.0.6_2/qw/
H A Ddoors.qc355 // 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
/dports/games/quake-source/quake-source-1.01_1/qw/
H A Ddoors.qc355 // 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
/dports/games/quake-source/quake-source-1.01_1/send/v101qc/
H A Ddoors.qc351 // 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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