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Searched refs:weapon_type (Results 1 – 25 of 154) sorted by relevance

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/dports/games/cataclysm-dda-tiles/Cataclysm-DDA-0.F/tests/
H A Darchery_damage_test.cpp34 dealt_projectile_attack &attack, const std::string &weapon_type ) in test_projectile_hitting_wall() argument
44 CAPTURE( weapon_type ); in test_projectile_hitting_wall()
56 … dealt_projectile_attack &attack, const std::string &weapon_type ) in test_projectile_attack() argument
65 CAPTURE( weapon_type ); in test_projectile_attack()
70 static void test_archery_balance( const std::string &weapon_type, const std::string &ammo_type, in test_archery_balance() argument
73 item weapon( weapon_type ); in test_archery_balance()
87 test_projectile_attack( killable, true, attack, weapon_type ); in test_archery_balance()
90 test_projectile_attack( unkillable, false, attack, weapon_type ); in test_archery_balance()
92 test_projectile_hitting_wall( "t_wall", false, attack, weapon_type ); in test_archery_balance()
95 test_projectile_hitting_wall( "t_window", true, attack, weapon_type ); in test_archery_balance()
/dports/games/cataclysm-dda/Cataclysm-DDA-0.F/tests/
H A Darchery_damage_test.cpp34 dealt_projectile_attack &attack, const std::string &weapon_type ) in test_projectile_hitting_wall() argument
44 CAPTURE( weapon_type ); in test_projectile_hitting_wall()
56 … dealt_projectile_attack &attack, const std::string &weapon_type ) in test_projectile_attack() argument
65 CAPTURE( weapon_type ); in test_projectile_attack()
70 static void test_archery_balance( const std::string &weapon_type, const std::string &ammo_type, in test_archery_balance() argument
73 item weapon( weapon_type ); in test_archery_balance()
87 test_projectile_attack( killable, true, attack, weapon_type ); in test_archery_balance()
90 test_projectile_attack( unkillable, false, attack, weapon_type ); in test_archery_balance()
92 test_projectile_hitting_wall( "t_wall", false, attack, weapon_type ); in test_archery_balance()
95 test_projectile_hitting_wall( "t_window", true, attack, weapon_type ); in test_archery_balance()
/dports/games/legesmotus/legesmotus-0.4.0/client/
H A DWeapon.cpp49 const char* weapon_type = data.get_type().c_str(); in new_weapon() local
52 if (strcasecmp(weapon_type, "standard") == 0) { return new StandardGun(weapon_id, data); } in new_weapon()
53 else if (strcasecmp(weapon_type, "spread") == 0) { return new SpreadGun(weapon_id, data); } in new_weapon()
54 else if (strcasecmp(weapon_type, "impact") == 0) { return new ImpactCannon(weapon_id, data); } in new_weapon()
55 else if (strcasecmp(weapon_type, "thaw") == 0) { return new ThawGun(weapon_id, data); } in new_weapon()
56 else if (strcasecmp(weapon_type, "area") == 0) { return new AreaGun(weapon_id, data); } in new_weapon()
58 …else if (strcasecmp(weapon_type, "penetration") == 0) { return new PenetrationGun(weapon_id, data)… in new_weapon()
59 else { cerr << "Error: unknown weapon type: " << weapon_type << endl; } in new_weapon()
/dports/games/d2x/d2x-0.2.5/main/
H A Dpaging.c134 void paging_touch_weapon( int weapon_type ) in paging_touch_weapon() argument
138 if ( (weapon_type < 0) || (weapon_type > N_weapon_types) ) return; in paging_touch_weapon()
140 if ( Weapon_info[weapon_type].picture.index ) { in paging_touch_weapon()
141 PIGGY_PAGE_IN( Weapon_info[weapon_type].picture ); in paging_touch_weapon()
144 if ( Weapon_info[weapon_type].flash_vclip > -1 ) in paging_touch_weapon()
146 if ( Weapon_info[weapon_type].wall_hit_vclip > -1 ) in paging_touch_weapon()
148 if ( Weapon_info[weapon_type].damage_radius ) { in paging_touch_weapon()
150 if ( Weapon_info[weapon_type].robot_hit_vclip > -1 ) in paging_touch_weapon()
154 switch( Weapon_info[weapon_type].render_type ) { in paging_touch_weapon()
156 if ( Weapon_info[weapon_type].weapon_vclip > -1 ) in paging_touch_weapon()
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H A Dlaser.c284 if (Weapon_info[weapon_type].bounce==1) in create_weapon_object()
615 Assert( weapon_type < N_weapon_types ); in Laser_create_new()
617 if ( (weapon_type<0) || (weapon_type>=N_weapon_types) ) in Laser_create_new()
618 weapon_type = 0; in Laser_create_new()
635 if (weapon_type == OMEGA_ID) { in Laser_create_new()
651 if (weapon_type == FUSION_ID) { in Laser_create_new()
662 else if (weapon_type == GUIDEDMISS_ID) { in Laser_create_new()
674weapon_type == PLAYER_SMART_HOMING_ID) || (weapon_type == SMART_MINE_HOMING_ID) || (weapon_type ==… in Laser_create_new()
680 if (weapon_type == FLARE_ID) in Laser_create_new()
766 if ((weapon_type == PROXIMITY_ID) || (weapon_type == SUPERPROX_ID)) { in Laser_create_new()
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H A Dgauges.c2452 if (weapon_type == 0) { in draw_weapon_info()
2547 weapon_box_states[weapon_type] = WS_FADING_OUT; in draw_weapon_box()
2562 weapon_box_states[weapon_type] = WS_SET; in draw_weapon_box()
2567 …draw_weapon_info(weapon_type,old_weapon[weapon_type][VR_current_page],old_laser_level[VR_current_p… in draw_weapon_box()
2568 old_ammo_count[weapon_type][VR_current_page]=-1; in draw_weapon_box()
2572 if (weapon_box_fade_values[weapon_type] <= 0) { in draw_weapon_box()
2573 weapon_box_states[weapon_type] = WS_FADING_IN; in draw_weapon_box()
2578 weapon_box_fade_values[weapon_type] = 0; in draw_weapon_box()
2583 weapon_box_states[weapon_type] = WS_FADING_OUT; in draw_weapon_box()
2592 weapon_box_states[weapon_type] = WS_SET; in draw_weapon_box()
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H A Dlaser.h115 …w_easy( vms_vector * direction, vms_vector * position, int parent, int weapon_type, int make_sound…
118 int create_weapon_object(int weapon_type,int segnum,vms_vector *position);
/dports/games/warmux/warmux-11.04/src/ai/
H A Dai_idea.cpp134 Weapon::Weapon_type weapon_type = ActiveTeam().GetWeapon().GetType(); in CreateStrategy() local
135 int used_ammo_units = ActiveTeam().ReadNbUnits(weapon_type); in CreateStrategy()
153 if (weapon_type == Weapon::WEAPON_SHOTGUN) in GetMaxRating()
156 return weapons_weighting.GetFactor(weapon_type)*damage*units; in GetMaxRating()
163 : AIShootIdea(weapons_weighting, shooter, enemy, weapon_type) in ShootDirectlyAtEnemyIdea()
320 int available_ammo_units = ActiveTeam().ReadNbUnits(weapon_type); in CreateStrategy()
323 if (weapon_type == Weapon::WEAPON_SHOTGUN) { in CreateStrategy()
332 rating = rating * weapons_weighting.GetFactor(weapon_type); in CreateStrategy()
341 : AIShootIdea(weapons_weighting, shooter, enemy, weapon_type) in FireMissileWithFixedDurationIdea()
419 bool explodes_on_contact = weapon_type == Weapon::WEAPON_BAZOOKA; in CreateStrategy()
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H A Dai_idea.h68 Weapon::Weapon_type weapon_type; variable
73 : weapons_weighting(w), shooter(s), enemy(e), weapon_type(t) { } in AIShootIdea()
85 Weapon::Weapon_type weapon_type, int max_distance);
96 Weapon::Weapon_type weapon_type,
/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/
H A Dlaser.cpp280 switch(Weapon_info[weapon_type].render) in create_weapon_object()
302 report_invalid_weapon_render_type(weapon_type, Weapon_info[weapon_type].render); in create_weapon_object()
645 weapon_type == weapon_id_type::LASER_ID_L6; in is_laser_weapon_type()
659 if (weapon_type >= N_weapon_types) in Laser_create_new()
662 weapon_type = weapon_id_type::LASER_ID_L1; in Laser_create_new()
737 …if ((weapon_type == weapon_id_type::PLAYER_SMART_HOMING_ID) || (weapon_type == weapon_id_type::ROB… in Laser_create_new()
739weapon_type == weapon_id_type::PLAYER_SMART_HOMING_ID) || (weapon_type == weapon_id_type::SMART_MI… in Laser_create_new()
749 if (weapon_type == weapon_id_type::FLARE_ID) in Laser_create_new()
856 …if (weapon_type == weapon_id_type::PLAYER_SMART_HOMING_ID || weapon_type == weapon_id_type::ROBOT_… in Laser_create_new()
858weapon_type == weapon_id_type::PLAYER_SMART_HOMING_ID || weapon_type == weapon_id_type::SMART_MINE… in Laser_create_new()
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H A Dpaging.cpp168 …(const d_vclip_array &Vclip, const weapon_info_array &Weapon_info, const uint_fast32_t weapon_type) in paging_touch_weapon() argument
170 if (weapon_type < N_weapon_types) in paging_touch_weapon()
171 paging_touch_weapon(Vclip, Weapon_info[weapon_type]); in paging_touch_weapon()
187 paging_touch_weapon(Vclip, Weapon_info, ri.weapon_type); in paging_touch_robot()
/dports/games/warmux/warmux-11.04/src/team/
H A Dteam.h163 int ReadNbAmmos(Weapon::Weapon_type weapon_type) const in ReadNbAmmos() argument
165 ASSERT((uint)weapon_type < m_nb_ammos.size()); in ReadNbAmmos()
166 return m_nb_ammos[weapon_type]; in ReadNbAmmos()
173 int ReadNbUnits(Weapon::Weapon_type weapon_type) const in ReadNbUnits() argument
175 ASSERT((uint)weapon_type < m_nb_units.size()); in ReadNbUnits()
176 return m_nb_units[weapon_type]; in ReadNbUnits()
/dports/games/xtux/xtux/src/common/
H A Dweapon_type.h22 typedef struct weapon_type { struct
48 struct weapon_type *next; argument
52 weap_type_t *weapon_type(byte type);
/dports/games/abuse_sdl/abuse-0.8/src/
H A Dview.h98 void add_ammo (int weapon_type, int total);
99 int has_weapon (int weapon_type) { return god || (weapons[weapon_type]!=-1); } in has_weapon() argument
101 int weapon_total(int weapon_type);
H A Dview.cpp59 void view::add_ammo(int weapon_type, int total) in add_ammo() argument
61 if (weapon_type>=total_weapons || weapon_type<0) in add_ammo()
66 if (weapons[weapon_type]==-1) return ; // don't have weapon yet, can't give ammo in add_ammo()
68 weapons[weapon_type]+=total; in add_ammo()
69 if (weapons[weapon_type]<0) in add_ammo()
70 weapons[weapon_type]=0; in add_ammo()
72 if (weapons[weapon_type]>999) in add_ammo()
73 weapons[weapon_type]=999; in add_ammo()
/dports/games/alephone/alephone-release-20190331/Source_Files/GameWorld/
H A Dweapons.cpp227 const short weapon_type) in get_weapon_definition() argument
347 for(unsigned weapon_type= 0; weapon_type<NUMBER_OF_WEAPONS; ++weapon_type) in initialize_player_weapons() local
357 player_weapons->weapons[weapon_type].weapon_type= weapon_type; in initialize_player_weapons()
470 for(unsigned weapon_type= 0; weapon_type<NUMBER_OF_WEAPONS; ++weapon_type) in process_new_item_for_reloading() local
572 for(unsigned weapon_type= 0; weapon_type<NUMBER_OF_WEAPONS; ++weapon_type) in process_new_item_for_reloading() local
1096 short weapon_type, in debug_trigger_data() argument
1579 short weapon_type, in reset_trigger_data() argument
2773 short weapon_type, in calculate_weapon_position_for_idle() argument
3051 for(unsigned weapon_type= 0; weapon_type<NUMBER_OF_WEAPONS; ++weapon_type) in calculate_ticks_from_shapes() local
3932 short weapon_type) in find_weapon_power_index() argument
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/dports/games/stonesoup/crawl-0.27.1/crawl-ref/source/
H A Dnewgame-def.h34 vector<weapon_type> allowed_weapons;
39 weapon_type weapon;
H A Ditem-prop.h82 brand_type choose_weapon_brand(weapon_type wpn_type);
162 const char *ammo_name(const weapon_type bow) PURE;
229 int weapon_base_price(weapon_type type) PURE;
235 const char *weapon_base_name(weapon_type subtype) IMMUTABLE;
236 weapon_type name_nospace_to_weapon(string name_nospace);
H A Dng-restr.h19 char_choice_restriction weapon_restriction(weapon_type wpn,
H A Ditem-prop.cc1085 brand_type choose_weapon_brand(weapon_type wpn_type) in choose_weapon_brand()
1570 return static_cast<weapon_type>(item.sub_type); in basic_hands_reqd()
1681 static map<weapon_type, weapon_type> _holy_upgrades =
1693 if (auto repl = map_find(_holy_upgrades, (weapon_type) item.sub_type)) in convert2good()
1708 [&item](const pair<const weapon_type, weapon_type> elt) in convert2bad()
1928 const char *ammo_name(const weapon_type bow) in ammo_name()
2447 weapon_type weapon_sub; in property()
2760 const char* weapon_base_name(weapon_type subtype) in weapon_base_name()
2777 weapon_type name_nospace_to_weapon(string name_nospace) in name_nospace_to_weapon()
2785 return (weapon_type) wpn.id; in name_nospace_to_weapon()
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/dports/games/flyhard/flyhard-0.42/src/
H A Dweapons.h56 struct weapon_type struct
75 const std::vector<weapon_type> &weapon_types(); argument
H A Dweapons.cpp44 struct weapon_type wt_table[]=
83 const std::vector<weapon_type> &weapon_types() in weapon_types()
85 static std::vector<weapon_type> types; in weapon_types()
217 const weapon_type &wt=weapon_types()[WT_PEASHOOTER]; in scatter_exp()
/dports/games/vultures-eye/vulture-2.3.67/slashem/src/
H A Dweapon.c1422 weapon_type(obj) in weapon_type() function
1445 return weapon_type(uwep); in uwep_skill_type()
1462 wep_type = weapon_type(weapon);
1548 wep_type = weapon_type(weapon);
1661 skill = weapon_type(obj);
1776 use_skill(weapon_type(uwep), 1); in practice()
1782 use_skill(weapon_type(uwep), in practice()
1783 practice_needed_to_advance(P_SKILL(weapon_type(uwep)),weapon_type(uwep))/3); in practice()
1790 if (can_practice(weapon_type(uwep)) in practice_weapon()
1804 } else if (P_SKILL(weapon_type(uwep)) >= P_MAX_SKILL(weapon_type(uwep))) in practice_weapon()
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/dports/games/moria/umoria/source/
H A Dspells.c683 int32u *weapon_type; int *harm_type;
689 *weapon_type = 0;
694 *weapon_type = CS_BR_LIGHT;
699 *weapon_type = CS_BR_GAS;
704 *weapon_type = CS_BR_ACID;
709 *weapon_type = CS_BR_FROST;
714 *weapon_type = CS_BR_FIRE;
719 *weapon_type = 0;
735 int32u weapon_type; int harm_type; local
825 int32u weapon_type; local
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/weapon/
H A Dweapon.h674 bool weapon_page_in(int weapon_type);
675 bool weapon_used(int weapon_type);
689 int weapon_create( vec3d * pos, matrix * orient, int weapon_type, int parent_obj, int group_id=-1, …
694 size_t* get_pointer_to_weapon_fire_pattern_index(int weapon_type, int ship_idx, ship_subsys* src_tu…

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