/dports/games/openjk/OpenJK-07675e2/code/game/ |
H A D | AI_SaberDroid.cpp | 188 else if ( !NPC->client->ps.weaponTime in NPC_BSSaberDroid_Patrol() 299 NPC->client->ps.weaponTime = NPC->client->ps.torsoAnimTimer = NPC->client->ps.legsAnimTimer; in NPC_SaberDroid_PickAttack() 382 TIMER_Set( NPC, "attackDelay", NPC->client->ps.weaponTime ); in NPC_BSSaberDroid_Attack() 417 TIMER_Set( NPC, "attackDelay", NPC->client->ps.weaponTime+Q_irand(0, 1000) ); in NPC_BSSaberDroid_Attack() 421 …TIMER_Set( NPC, "attackDelay", NPC->client->ps.weaponTime+Q_irand( 0, 1000 )+(Q_irand( 0, (3-g_sps… in NPC_BSSaberDroid_Attack() 449 if ( !NPC->client->ps.weaponTime ) in NPC_BSSD_Default()
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H A D | bg_pmove.cpp | 4104 pm->ps->weaponTime = 0; in PM_CrashLand() 11263 pm->ps->weaponTime = 0; in PM_SaberDroidWeapon() 11951 pm->ps->weaponTime = 0; in PM_WeaponLightsaber() 12127 pm->ps->weaponTime = 0; in PM_WeaponLightsaber() 12497 pm->ps->weaponTime = 0; in PM_WeaponLightsaber() 13277 pm->ps->weaponTime = 0; in PM_WeaponWampa() 13431 pm->ps->weaponTime = 0; in PM_Weapon() 13562 pm->ps->weaponTime = 0; in PM_Weapon() 14115 pm->ps->weaponTime = 0; in PM_VehicleWeapon() 14141 pm->ps->weaponTime = 0; in PM_VehicleWeapon() [all …]
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H A D | AI_Jedi.cpp | 1309 NPC->client->ps.weaponTime = NPC->client->ps.torsoAnimTimer; in Kyle_TryGrab() 1434 NPC->client->ps.weaponTime = NPC->client->ps.torsoAnimTimer; in Jedi_CombatDistance() 1747 !NPC->client->ps.weaponTime && //I'm not busy in Jedi_CombatDistance() 1879 TIMER_Set( NPC, "draining", NPC->client->ps.weaponTime ); in Jedi_CombatDistance() 2386 if ( !self->client->ps.weaponTime ) in Jedi_CheckFlipEvasions() 2542 if ( !self->client->ps.weaponTime ) in Jedi_CheckFlipEvasions() 2619 if ( !self->client->ps.weaponTime ) in Jedi_CheckFlipEvasions() 3601 self->client->ps.weaponTime = self->client->ps.torsoAnimTimer; in Jedi_SaberBlockGo() 4235 else */if ( NPC->client->ps.weaponTime in Jedi_EvasionSaber() 6252 self->client->ps.weaponTime = NPC->client->ps.torsoAnimTimer; in Jedi_Ambush() [all …]
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H A D | wp_saber.cpp | 8464 self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value ); in WP_ResistForcePush() 8476 self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value ); in WP_ResistForcePush() 9384 self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value ); in ForceThrow() 10508 self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value ); in ForceTelepathy() 10543 self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value ); in ForceGrip() 10559 if ( self->client->ps.weaponTime ) in ForceGrip() 10576 self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value ); in ForceGrip() 11331 self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value ); in ForceDrainGrabStart() 11375 self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value ); in ForceDrain2() 12544 if ( self->client->ps.weaponTime ) in ForceJump() [all …]
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H A D | AI_Howler.cpp | 323 radiusEnts[i]->client->ps.weaponTime = radiusEnts[i]->client->ps.torsoAnimTimer; in Howler_Howl() 330 radiusEnts[i]->client->ps.weaponTime = radiusEnts[i]->client->ps.torsoAnimTimer; in Howler_Howl()
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/dports/games/openjk/OpenJK-07675e2/codemp/game/ |
H A D | bg_saber.c | 1230 pm->ps->weaponTime = 0; in PM_SaberLockBreak() 1231 genemy->weaponTime = 0; in PM_SaberLockBreak() 1347 pm->ps->weaponTime = 0; in PM_SaberLocked() 1349 genemy->weaponTime = 0; in PM_SaberLocked() 2357 pm->ps->weaponTime <= 0 && in PM_SaberAttackForMovement() 2412 pm->ps->weaponTime <= 0 && in PM_SaberAttackForMovement() 2761 pm->ps->weaponTime = 0; in PM_WeaponLightsaber() 2846 pm->ps->weaponTime = 0; in PM_WeaponLightsaber() 2955 pm->ps->weaponTime = 0; in PM_WeaponLightsaber() 3059 pm->ps->weaponTime = 0; in PM_WeaponLightsaber() [all …]
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H A D | NPC_AI_Jedi.c | 266 self->client->ps.weaponTime = 1000; in WP_ResistForcePush() 269 self->client->ps.weaponTime = floor( self->client->ps.weaponTime * tFVal ); in WP_ResistForcePush() 271 self->client->ps.pm_time = self->client->ps.weaponTime; in WP_ResistForcePush() 279 self->client->ps.weaponTime = 600; in WP_ResistForcePush() 282 self->client->ps.weaponTime = floor( self->client->ps.weaponTime * tFVal ); in WP_ResistForcePush() 768 if ( NPCS.NPC->client->ps.weaponTime > 0 ) in Boba_FireDecide() 774 NPCS.NPC->client->ps.weaponTime = 0; in Boba_FireDecide() 1673 NPCS.NPC->client->ps.weaponTime <= 0 && //I'm not busy in Jedi_CombatDistance() 2013 if ( !self->client->ps.weaponTime ) in Jedi_CheckFlipEvasions() 2176 if ( !self->client->ps.weaponTime ) in Jedi_CheckFlipEvasions() [all …]
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H A D | bg_pmove.c | 1881 if ( pm->ps->weaponTime ) in PM_CheckJump() 2375 if ( !pm->ps->weaponTime ) in PM_CheckJump() 2420 if ( !pm->ps->weaponTime ) in PM_CheckJump() 4219 pm->ps->weaponTime <= 0) in PM_GroundTrace() 5826 pm->ps->weaponTime += 200; in PM_BeginWeaponChange() 5862 pm->ps->weaponTime += 250; in PM_FinishWeaponChange() 6793 pm->ps->weaponTime += 250; in PM_Weapon() 7398 pm->ps->weaponTime = 0; in PM_Weapon() 7421 pm->ps->weaponTime += 100; in PM_Weapon() 7590 pm->ps->weaponTime = 0; in PM_Weapon() [all …]
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H A D | NPC_reactions.c | 232 if ( self->s.weapon == WP_THERMAL && self->client->ps.weaponTime > 0 ) in NPC_ChoosePainAnimation() 369 self->client->ps.weaponTime = 0; in NPC_ChoosePainAnimation()
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H A D | g_cmds.c | 2713 if (ent->client && ent->client->ps.weaponTime < 1) in Cmd_ToggleSaber_f() 2741 ent->client->ps.weaponTime = 400; in Cmd_ToggleSaber_f() 2843 if ( ent->client->ps.weaponTime <= 0 ) in Cmd_SaberAttackCycle_f() 2870 if ( ent->client->ps.weaponTime <= 0 ) in Cmd_SaberAttackCycle_f() 2959 if (ent->client->ps.weaponTime <= 0) in Cmd_SaberAttackCycle_f() 3103 ent->client->ps.weaponTime = 400; in Cmd_EngageDuel_f() 3117 challenged->client->ps.weaponTime = 400; in Cmd_EngageDuel_f() 3224 if (ent->client->ps.weaponTime > 0) in TryGrapple() 3260 ent->client->ps.weaponTime = ent->client->ps.torsoTimer; in TryGrapple()
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H A D | g_utils.c | 1607 …if (!ent || !ent->client || (ent->client->ps.weaponTime > 0 && ent->client->ps.torsoAnim != BOTH_B… in TryUse() 1747 ent->client->ps.weaponTime = ent->client->ps.torsoTimer; in TryUse() 1775 ent->client->ps.weaponTime = ent->client->ps.torsoTimer; in TryUse() 1797 ent->client->ps.weaponTime = ent->client->ps.torsoTimer; in TryUse()
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H A D | w_saber.c | 1403 …attacker->client->ps.weaponTime = defender->client->ps.weaponTime = Q_irand( 1000, 3000 );//delay … in WP_SabersCheckLock2() 3859 if (self->client->ps.weaponTime <= 0) in CheckSaberDamage() 5494 if (self->client->ps.weaponTime > 0) in WP_SaberStartMissileBlockCheck() 7490 if (ent->client->ps.weaponTime <= 0 && in G_KickDownable() 8038 self->client->ps.weaponTime = self->client->ps.torsoTimer; in G_GrabSomeMofos() 8074 self->client->ps.weaponTime = self->client->ps.torsoTimer; in G_GrabSomeMofos() 8122 (self->client->ps.weaponTime <= 0 || self->health < 1)) in WP_SaberPositionUpdate() 8257 grappler->client->ps.weaponTime = grapplerTime; in WP_SaberPositionUpdate() 8279 grappler->client->ps.weaponTime = grapplerTime; in WP_SaberPositionUpdate() 8329 grappler->client->ps.weaponTime = grapplerTime; in WP_SaberPositionUpdate() [all …]
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H A D | NPC_combat.c | 918 NPCS.client->ps.weaponTime = 700; in NPC_ApplyWeaponFireDelay() 926 NPCS.client->ps.weaponTime = 300; in NPC_ApplyWeaponFireDelay() 931 NPCS.client->ps.weaponTime = 0; in NPC_ApplyWeaponFireDelay() 2272 if(NPCS.client->ps.weaponTime > 0) in NPC_CheckCanAttack()
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/dports/games/iortcw/iortcw-1.51c/MP/code/game/ |
H A D | bg_pmove.c | 1841 pm->ps->weaponTime += ( ammoTable[weapon].reloadTime - pm->ps->weaponTime ); in PM_BeginWeaponReload() 2416 pm->ps->weaponTime = 0; in PM_Weapon() 2539 pm->ps->weaponTime = 1600; in PM_Weapon() 2586 pm->ps->weaponTime = 0; in PM_Weapon() 2594 pm->ps->weaponTime = 0; in PM_Weapon() 2602 pm->ps->weaponTime = 0; in PM_Weapon() 2690 pm->ps->weaponTime = 0; in PM_Weapon() 2712 pm->ps->weaponTime += 500; in PM_Weapon() 2728 pm->ps->weaponTime = 500; in PM_Weapon() 2895 pm->ps->weaponTime += 500; in PM_Weapon() [all …]
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H A D | ai_cast_fight.c | 1168 if ( cs->bs->cur_ps.weaponTime > 0 ) { in AICast_Aggression() 1169 scale -= ( (float)cs->bs->cur_ps.weaponTime / 1000.0 ); in AICast_Aggression() 1558 if ( cs->bs->cur_ps.weaponTime > 200 ) { in AICast_ProcessAttack() 1862 ( ( cs->bs->cur_ps.weaponTime > 500 ) || in AICast_WantToRetreat()
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/dports/games/openjk/OpenJK-07675e2/codeJK2/game/ |
H A D | bg_pmove.cpp | 5536 pm->ps->weaponTime += 200; in PM_BeginWeaponChange() 5623 pm->ps->weaponTime += 250; in PM_FinishWeaponChange() 6753 pm->ps->weaponTime = 0; in PM_WeaponLightsaber() 6833 pm->ps->weaponTime = 0; in PM_WeaponLightsaber() 6843 pm->ps->weaponTime = 0; in PM_WeaponLightsaber() 6848 pm->ps->weaponTime = 0; in PM_WeaponLightsaber() 7145 if ( pm->ps->weaponTime > 0 ) in PM_WeaponLightsaber() 7251 pm->ps->weaponTime = 0; in PM_WeaponLightsaber() 7986 pm->ps->weaponTime = 0; in PM_Weapon() 8099 pm->ps->weaponTime = 0; in PM_Weapon() [all …]
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H A D | AI_Jedi.cpp | 942 !NPC->client->ps.weaponTime && //I'm not busy in Jedi_CombatDistance() 1013 TIMER_Set( NPC, "holdLightning", NPC->client->ps.weaponTime ); in Jedi_CombatDistance() 1015 TIMER_Set( NPC, "attackDelay", NPC->client->ps.weaponTime ); in Jedi_CombatDistance() 1416 if ( !self->client->ps.weaponTime ) in Jedi_CheckFlipEvasions() 1535 if ( !self->client->ps.weaponTime ) in Jedi_CheckFlipEvasions() 1588 if ( !self->client->ps.weaponTime ) in Jedi_CheckFlipEvasions() 2305 self->client->ps.weaponTime = self->client->ps.torsoAnimTimer; in Jedi_SaberBlockGo() 2671 if ( NPC->client->ps.weaponTime || NPC->client->ps.saberInFlight ) in Jedi_EvasionSaber() 3523 NPC->client->ps.weaponTime = NPCInfo->shotTime = NPC->attackDebounceTime = 0; in Jedi_AttackDecide() 3981 NPC->client->ps.weaponTime = NPC->client->ps.torsoAnimTimer; in Jedi_TryJump() [all …]
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H A D | wp_saber.cpp | 5446 self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value ); in WP_ResistForcePush() 5455 self->client->ps.weaponTime = 600; in WP_ResistForcePush() 5458 self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value ); in WP_ResistForcePush() 6046 self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value ); in ForceThrow() 6863 self->client->ps.weaponTime = 1000; in ForceTelepathy() 6866 self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value ); in ForceTelepathy() 6897 self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value ); in ForceGrip() 6913 if ( self->client->ps.weaponTime ) in ForceGrip() 6927 self->client->ps.weaponTime = 1000; in ForceGrip() 6930 self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value ); in ForceGrip() [all …]
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/dports/games/iortcw/iortcw-1.51c/SP/code/game/ |
H A D | bg_pmove.c | 2035 pm->ps->weaponTime += ( ammoTable[weapon].reloadTime - pm->ps->weaponTime ); in PM_BeginWeaponReload() 2076 pm->ps->weaponTime = 0; in PM_BeginWeaponChange() 2875 pm->ps->weaponTime = 1600; 2934 if ( pm->ps->weaponTime > 0 ) { 2937 pm->ps->weaponTime = 0; 2981 pm->ps->weaponTime = 0; 2989 pm->ps->weaponTime = 0; 3077 pm->ps->weaponTime = 0; 3108 pm->ps->weaponTime = 500; 3252 pm->ps->weaponTime += 500; [all …]
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H A D | ai_cast_fight.c | 1258 if ( cs->bs->cur_ps.weaponTime > 0 ) { in AICast_Aggression() 1259 scale -= ( (float)cs->bs->cur_ps.weaponTime / 1000.0 ); in AICast_Aggression() 1651 if ( cs->bs->cur_ps.weaponTime > 200 ) { in AICast_ProcessAttack() 2010 ( ( cs->bs->cur_ps.weaponTime > 500 ) || in AICast_WantToRetreat()
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/dports/games/ioquake3/ioquake3-1.36/code/game/ |
H A D | bg_pmove.c | 1484 pm->ps->weaponTime += 200; in PM_BeginWeaponChange() 1508 pm->ps->weaponTime += 250; in PM_FinishWeaponChange() 1576 if ( pm->ps->weaponTime > 0 ) { in PM_Weapon() 1577 pm->ps->weaponTime -= pml.msec; in PM_Weapon() 1583 if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) { in PM_Weapon() 1589 if ( pm->ps->weaponTime > 0 ) { in PM_Weapon() 1611 pm->ps->weaponTime = 0; in PM_Weapon() 1620 pm->ps->weaponTime = 0; in PM_Weapon() 1634 pm->ps->weaponTime += 500; in PM_Weapon() 1705 pm->ps->weaponTime += addTime; in PM_Weapon()
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/dports/games/ioquake3-server/ioquake3-1.36/code/game/ |
H A D | bg_pmove.c | 1484 pm->ps->weaponTime += 200; in PM_BeginWeaponChange() 1508 pm->ps->weaponTime += 250; in PM_FinishWeaponChange() 1576 if ( pm->ps->weaponTime > 0 ) { in PM_Weapon() 1577 pm->ps->weaponTime -= pml.msec; in PM_Weapon() 1583 if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) { in PM_Weapon() 1589 if ( pm->ps->weaponTime > 0 ) { in PM_Weapon() 1611 pm->ps->weaponTime = 0; in PM_Weapon() 1620 pm->ps->weaponTime = 0; in PM_Weapon() 1634 pm->ps->weaponTime += 500; in PM_Weapon() 1705 pm->ps->weaponTime += addTime; in PM_Weapon()
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/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/game/ |
H A D | bg_pmove.c | 1484 pm->ps->weaponTime += 200; in PM_BeginWeaponChange() 1508 pm->ps->weaponTime += 250; in PM_FinishWeaponChange() 1576 if ( pm->ps->weaponTime > 0 ) { in PM_Weapon() 1577 pm->ps->weaponTime -= pml.msec; in PM_Weapon() 1583 if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) { in PM_Weapon() 1589 if ( pm->ps->weaponTime > 0 ) { in PM_Weapon() 1611 pm->ps->weaponTime = 0; in PM_Weapon() 1620 pm->ps->weaponTime = 0; in PM_Weapon() 1634 pm->ps->weaponTime += 500; in PM_Weapon() 1705 pm->ps->weaponTime += addTime; in PM_Weapon()
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/dports/games/evq3/evq3/code/game/ |
H A D | bg_pmove.c | 1484 pm->ps->weaponTime += 200; in PM_BeginWeaponChange() 1508 pm->ps->weaponTime += 250; in PM_FinishWeaponChange() 1576 if ( pm->ps->weaponTime > 0 ) { in PM_Weapon() 1577 pm->ps->weaponTime -= pml.msec; in PM_Weapon() 1583 if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) { in PM_Weapon() 1589 if ( pm->ps->weaponTime > 0 ) { in PM_Weapon() 1611 pm->ps->weaponTime = 0; in PM_Weapon() 1620 pm->ps->weaponTime = 0; in PM_Weapon() 1634 pm->ps->weaponTime += 500; in PM_Weapon() 1705 pm->ps->weaponTime += addTime; in PM_Weapon()
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/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/game/ |
H A D | bg_pmove.c | 2610 pm->ps->weaponTime += 200; in PM_BeginWeaponChange() 2639 pm->ps->weaponTime += 250; in PM_FinishWeaponChange() 2704 if( pm->ps->weaponTime > 0 ) in PM_Weapon() 2748 if( pm->ps->weaponTime > 0 ) in PM_Weapon() 2782 pm->ps->weaponTime += 200; in PM_Weapon() 2804 pm->ps->weaponTime += 250; in PM_Weapon() 2833 pm->ps->weaponTime = 0; in PM_Weapon() 2848 pm->ps->weaponTime = 0; in PM_Weapon() 2877 pm->ps->weaponTime = 0; in PM_Weapon() 2917 pm->ps->weaponTime = 0; in PM_Weapon() [all …]
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