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Searched refs:weapnum (Results 1 – 25 of 29) sorted by relevance

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/dports/games/spring/spring_98.0/rts/Sim/Units/Scripts/
H A DCobScriptNames.cpp67 string weapnum(buf); in GetScriptNames() local
73 scriptNames[COBFN_EndBurst + n] = "EndBurst" + weapnum; in GetScriptNames()
74 scriptNames[COBFN_Shot + n] = "Shot" + weapnum; in GetScriptNames()
75 scriptNames[COBFN_BlockShot + n] = "BlockShot" + weapnum; in GetScriptNames()
76 scriptNames[COBFN_TargetWeight + n] = "TargetWeight" + weapnum; in GetScriptNames()
/dports/games/iortcw/iortcw-1.51c/SP/code/cgame/
H A Dcg_weapons.c48 static int getAltWeapon( int weapnum );
49 int getEquivWeapon( int weapnum );
3364 if ( weapnum <= 0 || weapnum >= WP_NUM_WEAPONS ) { in CG_WeaponIndex()
3458 return weapnum; in getNextWeapInBankBynum()
3506 return weapnum; in getPrevWeapInBankBynum()
3604 return weapnum; in getAltWeapon()
3607 if ( weapAlts[weapnum] ) { in getAltWeapon()
3608 return weapAlts[weapnum]; in getAltWeapon()
3611 return weapnum; in getAltWeapon()
3624 int num = weapnum; in getEquivWeapon()
[all …]
H A Dcg_draw.c2352 int weapnum; // DHM - Nerve in CG_DrawCrosshair() local
2386 weapnum = cg.snap->ps.weapon; in CG_DrawCrosshair()
2388 weapnum = cg.weaponSelect; in CG_DrawCrosshair()
2391 switch ( weapnum ) { in CG_DrawCrosshair()
2532 int weapnum; // DHM - Nerve in CG_DrawCrosshair3D() local
2569 weapnum = cg.snap->ps.weapon; in CG_DrawCrosshair3D()
2571 weapnum = cg.weaponSelect; in CG_DrawCrosshair3D()
2574 switch ( weapnum ) { in CG_DrawCrosshair3D()
H A Dcg_event.c427 extern int CG_WeaponIndex( int weapnum, int *bank, int *cycle );
/dports/games/iortcw/iortcw-1.51c/MP/code/cgame/
H A Dcg_weapons.c49 static int getAltWeapon( int weapnum );
50 int getEquivWeapon( int weapnum );
3151 if ( weapnum <= 0 || weapnum >= WP_NUM_WEAPONS ) { in CG_WeaponIndex()
3245 return weapnum; in getNextWeapInBankBynum()
3293 return weapnum; in getPrevWeapInBankBynum()
3391 return weapnum; in getAltWeapon()
3394 if ( weapAlts[weapnum] ) { in getAltWeapon()
3395 return weapAlts[weapnum]; in getAltWeapon()
3398 return weapnum; in getAltWeapon()
3411 int num = weapnum; in getEquivWeapon()
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H A Dcg_draw.c1735 int weapnum; // DHM - Nerve in CG_DrawCrosshair() local
1744 weapnum = cg.snap->ps.weapon; in CG_DrawCrosshair()
1746 weapnum = cg.weaponSelect; in CG_DrawCrosshair()
1749 switch ( weapnum ) { in CG_DrawCrosshair()
1887 int weapnum; // DHM - Nerve in CG_DrawCrosshair3D() local
1900 weapnum = cg.snap->ps.weapon; in CG_DrawCrosshair3D()
1902 weapnum = cg.weaponSelect; in CG_DrawCrosshair3D()
1905 switch ( weapnum ) { in CG_DrawCrosshair3D()
H A Dcg_event.c460 extern int CG_WeaponIndex( int weapnum, int *bank, int *cycle );
/dports/games/iortcw/iortcw-1.51c/MP/code/game/
H A Dai_cast_fight.c548 int weapnum; in AICast_CheckAttack_real() local
557 weapnum = cs->bs->weaponnum; in AICast_CheckAttack_real()
559 weapnum = ent->client->ps.weapon; in AICast_CheckAttack_real()
562 if ( !weapnum ) { in AICast_CheckAttack_real()
584 if ( cs->aiCharacter == AICHAR_FEMZOMBIE && weapnum == WP_MONSTER_ATTACK1 ) { in AICast_CheckAttack_real()
588 if ( cs->aiCharacter == AICHAR_WARZOMBIE && weapnum == WP_MONSTER_ATTACK2 ) { in AICast_CheckAttack_real()
611 CalcMuzzlePoint( &g_entities[cs->entityNum], weapnum, forward, right, up, start ); in AICast_CheckAttack_real()
613 traceDist = AICast_WeaponRange( cs, weapnum ); in AICast_CheckAttack_real()
614 switch ( weapnum ) { in AICast_CheckAttack_real()
/dports/games/iortcw/iortcw-1.51c/SP/code/game/
H A Dai_cast_fight.c572 int weapnum; in AICast_CheckAttack_real() local
581 weapnum = cs->weaponNum; in AICast_CheckAttack_real()
583 weapnum = ent->client->ps.weapon; in AICast_CheckAttack_real()
586 if ( !weapnum ) { in AICast_CheckAttack_real()
608 if ( cs->aiCharacter == AICHAR_WARZOMBIE && weapnum == WP_MONSTER_ATTACK2 ) { in AICast_CheckAttack_real()
631 CalcMuzzlePoint( &g_entities[cs->entityNum], weapnum, forward, right, up, start ); in AICast_CheckAttack_real()
633 traceDist = AICast_WeaponRange( cs, weapnum ); in AICast_CheckAttack_real()
634 switch ( weapnum ) { in AICast_CheckAttack_real()
/dports/games/dungeoncrawl/dc400b26-src/source/
H A Dfight.cc3665 static int weapon_type_modify( int weapnum, char noise[80], char noise2[80], in weapon_type_modify() argument
3670 if (weapnum == -1) in weapon_type_modify()
3672 else if (item_is_staff( you.inv[weapnum] )) in weapon_type_modify()
3674 else if (you.inv[weapnum].base_type == OBJ_WEAPONS) in weapon_type_modify()
3675 weap_type = you.inv[weapnum].sub_type; in weapon_type_modify()
/dports/games/openbor3482/openbor-2c1ecd7/engine/
H A Dopenbor.h1041 char weapnum:8; member
1350 char weapnum:8; member
H A Dopenbor.c5059 newchar->weapnum = GET_INT_ARG(1); in load_cached_model()
13407 newmodel->weapnum = model->weapnum; in set_model_ex()
15936 set_weapon(self, other->modeldata.weapnum, 0); in common_pickupitem()
17078 set_weapon(self, other->modeldata.weapnum, 0); in didfind_item()
18676 if(player[(int)self->playerindex].weapnum) in dropweapon()
19273 set_weapon(e, wp->modeldata.weapnum, 0); in smartspawn()
19362 if(player[index].weapnum) set_weapon(player[index].ent, player[index].weapnum, 0); in spawnplayer()
21400 savelevel[current_set].pWeapnum[i] = player[i].weapnum; in savelevelinfo()
21441 player[i].weapnum = level->setweap; in playlevel()
21848 player[i].weapnum = savelevel[current_set].pWeapnum[i]; in playgame()
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/dports/games/openbor3711/openbor-6ec17fa/engine/
H A Dopenbor.h1063 int weapnum:8;
1371 char weapnum:8;
H A Dopenbor.c5173 newchar->weapnum = GET_INT_ARG(1); in load_cached_model()
13459 …ent->modeldata.numweapons>=item->modeldata.weapnum && ent->modeldata.weapon[item->modeldata.weapnu… in normal_test_item()
13710 newmodel->weapnum = model->weapnum; in set_model_ex()
16589 set_weapon(self, other->modeldata.weapnum, 0); in common_pickupitem()
19139 if(player[self->playerindex].weapnum) in dropweapon()
19738 set_weapon(e, wp->modeldata.weapnum, 0); in smartspawn()
19831 if(player[index].weapnum) set_weapon(player[index].ent, player[index].weapnum, 0); in spawnplayer()
21745 save->pWeapnum[i] = player[i].weapnum; in savelevelinfo()
21788 player[i].weapnum = level->setweap; in playlevel()
22204 player[i].weapnum = save->pWeapnum[i]; in playgame()
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/dports/games/openbor3979/openbor-2bcf25b/engine/
H A Dopenbor.h1093 int weapnum; member
1406 int weapnum; member
H A Dopenbor.c7531 newchar->weapnum = GET_INT_ARG(1); in load_cached_model()
18426 …ent->modeldata.numweapons >= item->modeldata.weapnum && ent->modeldata.weapon[item->modeldata.weap… in normal_test_item()
18841 newmodel->weapnum = model->weapnum; in set_model_ex()
22742 set_weapon(self, other->modeldata.weapnum, 0); in common_pickupitem()
24233 set_weapon(self, other->modeldata.weapnum, 0); in didfind_item()
25814 if(player[self->playerindex].weapnum) in dropweapon()
26708 set_weapon(e, wp->modeldata.weapnum, 0); in smartspawn()
26892 if(player[index].weapnum) in spawnplayer()
29203 save->pWeapnum[i] = player[i].weapnum; in savelevelinfo()
29246 player[i].weapnum = level->setweap; in playlevel()
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/dports/games/openbor4432/openbor-ba1eb4f/engine/
H A Dopenbor.h1822 int weapnum; member
2176 int weapnum; member
H A Dopenbor.c8811 newchar->weapnum = GET_INT_ARG(1); in load_cached_model()
21434 …ent->modeldata.numweapons >= item->modeldata.weapnum && ent->modeldata.weapon[item->modeldata.weap… in normal_test_item()
21948 newmodel->weapnum = model->weapnum; in set_model_ex()
25970 set_weapon(self, other->modeldata.weapnum, 0); in common_pickupitem()
27598 set_weapon(self, other->modeldata.weapnum, 0); in didfind_item()
29294 if(player[self->playerindex].weapnum) in dropweapon()
30205 set_weapon(e, wp->modeldata.weapnum, 0); in smartspawn()
30413 if(player[index].weapnum) in spawnplayer()
33162 save->pWeapnum[i] = player[i].weapnum; in savelevelinfo()
33207 player[i].weapnum = level->setweap; in playlevel()
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/dports/games/openbor/openbor-3caaddd5/engine/
H A Dopenbor.h2309 int weapnum; member
2690 int weapnum; member
H A Dopenbor.c9169 newchar->weapnum = GET_INT_ARG(1); in load_cached_model()
22854 …ent->modeldata.numweapons >= item->modeldata.weapnum && ent->modeldata.weapon[item->modeldata.weap… in normal_test_item()
23495 newmodel->weapnum = model->weapnum; in set_model_ex()
28433 set_weapon(self, other->modeldata.weapnum, 0); in common_pickupitem()
32213 if(player[self->playerindex].weapnum) in dropweapon()
33247 set_weapon(e, wp->modeldata.weapnum, 0); in smartspawn()
33461 if(player[index].weapnum) in spawnplayer()
36336 save->pWeapnum[i] = player[i].weapnum; in savelevelinfo()
36420 player[i].weapnum = level->setweap; in playlevel()
36504 player[i].weapnum = 0; in playlevel()
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H A Dopenborscript.c5266 (*pretvar)->lVal = (LONG)ent->modeldata.weapnum; in openbor_getentityproperty()
7238 ent->modeldata.weapnum = (LONG)ltemp; in openbor_changeentityproperty()
7552 (*pretvar)->lVal = (LONG)player[index].weapnum; in openbor_getplayerproperty()
7789 player[index].weapnum = (LONG)ltemp; in openbor_changeplayerproperty()
/dports/games/dhewm3/dhewm3-1.5.1/neo/game/
H A DPlayer.cpp2606 const char *weapnum = va( "def_weapon%d", i ); in UpdateHudWeapon() local
2610 const char *weap = spawnArgs.GetString( weapnum ); in UpdateHudWeapon()
5411 const char *weapnum = va( "def_weapon%d", j ); in TogglePDA() local
5415 const char *weap = spawnArgs.GetString( weapnum ); in TogglePDA()
/dports/games/redeclipse/base-2.0.0/src/game/
H A Dai.cpp162 … int weapnum = min(m_maxcarry(d->actortype, game::gamemode, game::mutators), d->loadweap.length()), in wantsweap() local
169 loopi(weapnum) if(d->getammo(d->loadweap[i], 0, true) < 0) in wantsweap()
/dports/games/dhewm3/dhewm3-1.5.1/neo/d3xp/
H A DPlayer.cpp3170 const char *weapnum = va( "def_weapon%d", i ); local
3174 const char *weap = spawnArgs.GetString( weapnum );
6457 const char *weapnum = va( "def_weapon%d", j ); local
6461 const char *weap = spawnArgs.GetString( weapnum );
/dports/games/dungeoncrawl/dc400b26-src/docs/
H A Dchanges.4001804 static int weapon_type_modify(int weapnum, char *noise, char *noise2,
1809 if (weapnum == -1)
1813 if (you.inv_class[weapnum] == OBJ_STAVES)
1815 else if (you.inv_class[weapnum] == OBJ_WEAPONS)
1816 weap_type = you.inv_type[weapnum];

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