Searched refs:usWeapon (Results 1 – 3 of 3) sorted by relevance
30 extern INT8 FindLaunchable( const SOLDIERTYPE * pSoldier, UINT16 usWeapon );166 INT8 FindLaunchableAttachment(const OBJECTTYPE* pObj, UINT16 usWeapon);
36 static void MarkAllWeaponsOfSameGunClassAsDropped(UINT16 usWeapon);74 static void MarkAllWeaponsOfSameGunClassAsDropped(UINT16 usWeapon) in MarkAllWeaponsOfSameGunClassAsDropped() argument81 gStrategicStatus.fWeaponDroppedAlready[ usWeapon ] = TRUE; in MarkAllWeaponsOfSameGunClassAsDropped()83 bGunClass = GetWeaponClass( usWeapon ); in MarkAllWeaponsOfSameGunClassAsDropped()
614 INT8 FindLaunchable( const SOLDIERTYPE * pSoldier, UINT16 usWeapon ) in FindLaunchable() argument620 if ( ValidLaunchable( pSoldier->inv[ bLoop ].usItem , usWeapon ) ) in FindLaunchable()629 INT8 FindLaunchableAttachment(const OBJECTTYPE* const pObj, const UINT16 usWeapon) in FindLaunchableAttachment() argument635 …Obj->usAttachItem[ bLoop ] != NOTHING && ValidLaunchable( pObj->usAttachItem[ bLoop ], usWeapon ) ) in FindLaunchableAttachment()