/dports/games/spring/spring_98.0/rts/Sim/Units/Scripts/ |
H A D | CobScriptNames.cpp | 67 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()
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/dports/games/iortcw/iortcw-1.51c/SP/code/cgame/ |
H A D | cg_weapons.c | 48 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 …]
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H A D | cg_draw.c | 2352 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()
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H A D | cg_event.c | 427 extern int CG_WeaponIndex( int weapnum, int *bank, int *cycle );
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/dports/games/iortcw/iortcw-1.51c/MP/code/cgame/ |
H A D | cg_weapons.c | 49 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() [all …]
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H A D | cg_draw.c | 1735 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()
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H A D | cg_event.c | 460 extern int CG_WeaponIndex( int weapnum, int *bank, int *cycle );
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/dports/games/iortcw/iortcw-1.51c/MP/code/game/ |
H A D | ai_cast_fight.c | 548 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()
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/dports/games/iortcw/iortcw-1.51c/SP/code/game/ |
H A D | ai_cast_fight.c | 572 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()
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/dports/games/dungeoncrawl/dc400b26-src/source/ |
H A D | fight.cc | 3665 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()
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/dports/games/openbor3482/openbor-2c1ecd7/engine/ |
H A D | openbor.h | 1041 char weapnum:8; member 1350 char weapnum:8; member
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H A D | openbor.c | 5059 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() [all …]
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/dports/games/openbor3711/openbor-6ec17fa/engine/ |
H A D | openbor.h | 1063 int weapnum:8; 1371 char weapnum:8;
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H A D | openbor.c | 5173 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() [all …]
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/dports/games/openbor3979/openbor-2bcf25b/engine/ |
H A D | openbor.h | 1093 int weapnum; member 1406 int weapnum; member
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H A D | openbor.c | 7531 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() [all …]
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/dports/games/openbor4432/openbor-ba1eb4f/engine/ |
H A D | openbor.h | 1822 int weapnum; member 2176 int weapnum; member
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H A D | openbor.c | 8811 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() [all …]
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/dports/games/openbor/openbor-3caaddd5/engine/ |
H A D | openbor.h | 2309 int weapnum; member 2690 int weapnum; member
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H A D | openbor.c | 9169 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() [all …]
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H A D | openborscript.c | 5266 (*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()
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/dports/games/dhewm3/dhewm3-1.5.1/neo/game/ |
H A D | Player.cpp | 2606 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()
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/dports/games/redeclipse/base-2.0.0/src/game/ |
H A D | ai.cpp | 162 … 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()
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/dports/games/dhewm3/dhewm3-1.5.1/neo/d3xp/ |
H A D | Player.cpp | 3170 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 );
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/dports/games/dungeoncrawl/dc400b26-src/docs/ |
H A D | changes.400 | 1804 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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