Searched refs:weapons_list (Results 1 – 16 of 16) sorted by relevance
295 const std::list<Weapon *>& l_weapons_list = weapons_list->GetList() ; in PrepareTurn()310 active_weapon = weapons_list->GetWeapon(Weapon::WEAPON_BAZOOKA); in PrepareTurn()325 active_weapon = weapons_list->GetWeapon(type); in SetWeapon()343 weapons_list = weapons; in LoadGamingData()349 const std::list<Weapon *>& l_weapons_list = weapons_list->GetList() ; in LoadGamingData()373 active_weapon = weapons_list->GetWeapon(Weapon::WEAPON_DYNAMITE); in LoadGamingData()388 weapons_list = NULL; in UnloadGamingData()
67 void LoadGamingData(WeaponsList * weapons_list);
180 void TeamsList::LoadGamingData(WeaponsList * weapons_list) in LoadGamingData() argument189 (**it).LoadGamingData(weapons_list); in LoadGamingData()
75 WeaponsList * weapons_list; variable
123 const WeaponsList * weapons_list = Game::GetInstance()->GetWeaponsList(); in CreateStrategy() local124 const Weapon * weapon = weapons_list->GetWeapon(Weapon::WEAPON_SKIP_TURN); in CreateStrategy()148 const WeaponsList *weapons_list = Game::GetInstance()->GetWeaponsList(); in GetMaxRating() local149 const WeaponLauncher *weapon = weapons_list->GetWeaponLauncher(weapon_type); in GetMaxRating()293 const WeaponsList *weapons_list = Game::GetInstance()->GetWeaponsList(); in CreateStrategy() local294 const WeaponLauncher *weapon = weapons_list->GetWeaponLauncher(weapon_type); in CreateStrategy()389 const WeaponsList * weapons_list = Game::GetInstance()->GetWeaponsList(); in CreateStrategy() local390 const WeaponLauncher * weapon = weapons_list->GetWeaponLauncher(weapon_type); in CreateStrategy()
284 delete weapons_list; in InitWeapons()285 weapons_list = NULL; in InitWeapons()289 if (!weapons_list) { in InitWeapons()290 weapons_list = new WeaponsList(GameMode::GetInstance()->GetWeaponsXml()); in InitWeapons()309 ASSERT(weapons_list); // weapons must be initialized before the teams in InitTeams()310 GetTeamsList().LoadGamingData(weapons_list); in InitTeams()475 , weapons_list(NULL) in Game()482 if (weapons_list) in ~Game()483 delete weapons_list; in ~Game()1028 box = new BonusBox(weapons_list->GetRandomWeaponToDrop()); in NewBox()[all …]
105 WeaponsList * weapons_list; variable160 WeaponsList * GetWeaponsList() const { return weapons_list; } in GetWeaponsList()
325 WeaponsList * weapons_list = Game::GetInstance()->GetWeaponsList(); in RefreshWeaponList() local326 for (WeaponsList::weapons_list_it it=weapons_list->GetList().begin(); in RefreshWeaponList()327 it != weapons_list->GetList().end(); in RefreshWeaponList()
496 WeaponsList * weapons_list = Game::GetInstance()->GetWeaponsList(); in HandleKeyReleased() local497 if (weapons_list->GetWeaponBySort(weapon_sort, weapon)) { in HandleKeyReleased()
419 weapon/weapons_list.cpp \420 weapon/weapons_list.h
217 weapon/weapon_strength_bar.h weapon/weapons_list.cpp \218 weapon/weapons_list.h warmux.rc maemo/osso.cpp maemo/osso.h299 weapons_list.$(OBJEXT) $(am__objects_1) $(am__objects_2)667 weapon/weapon_strength_bar.h weapon/weapons_list.cpp \668 weapon/weapons_list.h $(am__append_1) $(am__append_2)
72 …ortation.cpp weapon.cpp weapon_cfg.cpp weapon_launcher.cpp weapon_strength_bar.cpp weapons_list.cpp
368 …static weapontype_t weapons_list[] = {WP_FIST, WP_CHAINSAW, WP_PISTOL, WP_SHOTGUN, WP_SUPERSHOTGUN… in G_BuildTiccmd() local375 if(weapons_list[i] == players[consoleplayer].readyweapon) in G_BuildTiccmd()394 players[consoleplayer].readyweapon = weapons_list[oldweapon]; in G_BuildTiccmd()
192 src/weapon/weapons_list.cpp \
390 src/weapon/weapons_list.cpp \
455 - Rename gst_armes global variable to weapons_list