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Searched refs:weaponTime (Results 1 – 25 of 115) sorted by relevance

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/dports/games/openjk/OpenJK-07675e2/code/game/
H A DAI_SaberDroid.cpp188 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()
H A Dbg_pmove.cpp4104 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()
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H A DAI_Jedi.cpp1309 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()
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H A Dwp_saber.cpp8464 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()
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H A DAI_Howler.cpp323 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()
/dports/games/openjk/OpenJK-07675e2/codemp/game/
H A Dbg_saber.c1230 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()
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H A DNPC_AI_Jedi.c266 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()
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H A Dbg_pmove.c1881 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()
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H A DNPC_reactions.c232 if ( self->s.weapon == WP_THERMAL && self->client->ps.weaponTime > 0 ) in NPC_ChoosePainAnimation()
369 self->client->ps.weaponTime = 0; in NPC_ChoosePainAnimation()
H A Dg_cmds.c2713 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()
H A Dg_utils.c1607 …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()
H A Dw_saber.c1403 …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()
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H A DNPC_combat.c918 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()
/dports/games/iortcw/iortcw-1.51c/MP/code/game/
H A Dbg_pmove.c1841 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()
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H A Dai_cast_fight.c1168 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()
/dports/games/openjk/OpenJK-07675e2/codeJK2/game/
H A Dbg_pmove.cpp5536 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()
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H A DAI_Jedi.cpp942 !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()
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H A Dwp_saber.cpp5446 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()
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/dports/games/iortcw/iortcw-1.51c/SP/code/game/
H A Dbg_pmove.c2035 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;
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H A Dai_cast_fight.c1258 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()
/dports/games/ioquake3/ioquake3-1.36/code/game/
H A Dbg_pmove.c1484 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()
/dports/games/ioquake3-server/ioquake3-1.36/code/game/
H A Dbg_pmove.c1484 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()
/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/game/
H A Dbg_pmove.c1484 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()
/dports/games/evq3/evq3/code/game/
H A Dbg_pmove.c1484 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()
/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/game/
H A Dbg_pmove.c2610 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()
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