/dports/games/bloodfrontier/bloodfrontier/src/game/ |
H A D | weapons.cpp | 39 ammo = min(max(d->ammo[weap], 0) + weaptype[weap].add, weaptype[weap].max); in weapreload() 46 d->ammo[weap] = min(ammo, weaptype[weap].max); in weapreload() 121 …eload && canreload && autoreloading >= (weaptype[d->weapselect].add < weaptype[d->weapselect].max … in reload() 162 if(weaptype[d->weapselect].power && !weaptype[d->weapselect].zooms) in shoot() 176 if(pressed && power < weaptype[d->weapselect].power) return; in shoot() 186 …if(!weaptype[d->weapselect].fullauto[flags&HIT_ALT ? 1 : 0] || (weaptype[d->weapselect].zooms && f… in shoot() 193 …d->totalshots += int(weaptype[d->weapselect].damage[flags&HIT_ALT ? 1 : 0]*damagescale)*weaptype[d… in shoot() 238 loopi(weaptype[d->weapselect].rays[flags&HIT_ALT ? 1 : 0]) in shoot() 242 …if(spread) offsetray(from, to, weaptype[d->weapselect].spread[flags&HIT_ALT ? 1 : 0], weaptype[d->… in shoot() 257 if(*weaptype[g].item) loadmodel(weaptype[g].item, -1, true); in preload() [all …]
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H A D | projs.cpp | 160 loopi(WEAP_MAX) if(*weaptype[i].proj) loadmodel(weaptype[i].proj, -1, true); in preload() 221 …if(vol && weaptype[proj.weap].rsound >= 0) playsound(weaptype[proj.weap].rsound, proj.o, NULL, 0, … in bounceeffect() 259 proj.mdl = weaptype[proj.weap].proj; in init() 432 …life = weaptype[weap].time[flags&HIT_ALT ? 1 : 0], speed = weaptype[weap].speed[flags&HIT_ALT ? 1 … in shootv() 434 if(weaptype[weap].power) in shootv() 436 …float amt = clamp(float(clamp(power, 0, weaptype[weap].power))/float(weaptype[weap].power), 0.f, 1… in shootv() 441 if(weaptype[weap].sound >= 0) in shootv() 449 else if(!weaptype[weap].time || life) in shootv() 555 if(weaptype[proj.weap].fsound >= 0) in effect() 558 switch(weaptype[proj.weap].fsound) in effect() [all …]
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H A D | game.h | 234 weaptypes weaptype[WEAP_MAX] = variable 338 extern weaptypes weaptype[]; 351 #define doesburn(x,y) (isweap(x) && weaptype[x].burns[y&HIT_ALT ? 1 : 0] && y&HIT_FULL) 687 if(!override && ammo[weap]-weapload[weap] < weaptype[weap].sub[flags&HIT_ALT ? 1 : 0]) 740 ammo[attr] = clamp((ammo[attr] > 0 ? ammo[attr] : 0)+weaptype[attr].add, 1, weaptype[attr].max); in useitem() 772 ammo[sweap] = weaptype[sweap].reloads ? weaptype[sweap].add : weaptype[sweap].max; 777 ammo[aweap] = weaptype[aweap].reloads ? weaptype[aweap].add : weaptype[aweap].max; 785 if(sweap != WEAP_MELEE) ammo[WEAP_MELEE] = weaptype[WEAP_MELEE].max; 786 if(grenades && weapselect != WEAP_GRENADE) ammo[WEAP_GRENADE] = weaptype[WEAP_GRENADE].max; 1046 if(isweap(weap) && weaptype[weap].muzzle) in muzzlepos() [all …]
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H A D | ai.cpp | 44 if(weaptype[weap].extinguish[alt ? 1 : 0] && d->inliquid) return false; in weaprange() 45 …float mindist = weaptype[weap].explode[alt ? 1 : 0] ? weaptype[weap].explode[alt ? 1 : 0] : (d->we… in weaprange() 46 …maxdist = weaptype[weap].maxdist[alt ? 1 : 0] ? weaptype[weap].maxdist[alt ? 1 : 0] : hdr.worldsiz… in weaprange() 71 …if(e && !weaptype[d->weapselect].zooms && weaprange(d, d->weapselect, true, e->o.squaredist(d->o))… in altfire() 92 …illis)/float((d->skill*aistyle[d->aitype].frame*weaptype[d->weapselect].rdelay/2000.f)+(d->skill*w… in hastarget() 101 …#define rndaioffset (rnd(int(e->radius*weaptype[d->weapselect].aiskew[alt ? 1 : 0]*2)+1)-e->radius… in getaimpos() 103 if(weaptype[d->weapselect].radial[alt ? 1 : 0]) o.z -= e->height; in getaimpos() 106 if(weaptype[d->weapselect].radial[alt ? 1 : 0]) o.z += e->height*skewaiskill; in getaimpos() 728 …float mindist = weaptype[d->weapselect].explode[alt ? 1 : 0] ? weaptype[d->weapselect].explode[alt… in dopursue() 1253 …if(p && p->state == CS_ALIVE && p->projtype == PRJ_SHOT && weaptype[p->weap].explode[p->flags&HIT_… in avoid() [all …]
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H A D | game.cpp | 180 if(allowmove(player1) && weaptype[player1->weapselect].zooms) return true; in zoomallow() 288 loopi(WEAP_SUPER) if(!strcasecmp(weaptype[i].name, s)) in choosearenaweap() 296 …onoutft(CON_SELF, "\fwyou will spawn with: %s%s", weaptype[weap].text, (weap >= WEAP_OFFSET ? weap… in choosearenaweap() 663 …float force = (float(damage)/float(weaptype[weap].damage[flags&HIT_ALT ? 1 : 0]))*(100.f/d->weight… in hiteffect() 1524 if(weaptype[d->weapselect].zooms) in updateworld() 1908 if(weaptype[weap].power) animflags = weaptype[weap].anim+d->weapstate[weap]; in renderplayer() 1909 else animflags = weaptype[weap].anim|ANIM_LOOP; in renderplayer() 1916 animflags = weaptype[weap].anim+d->weapstate[weap]; in renderplayer() 1925 animflags = weaptype[weap].anim+d->weapstate[weap]; in renderplayer() 1932 animflags = weaptype[weap].anim|ANIM_LOOP; in renderplayer() [all …]
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H A D | hud.cpp | 404 amt = clamp(float(millis)/float(weaptype[weap].power), 0.f, 1.f); in drawindicator() 425 int ammo = game::player1->ammo[weap], maxammo = weaptype[weap].max; in drawclip() 469 r = ((weaptype[weap].colour>>16)/255.f)*clipcolour; in drawclip() 470 g = (((weaptype[weap].colour>>8)&0xFF)/255.f)*clipcolour; in drawclip() 471 b = ((weaptype[weap].colour&0xFF)/255.f)*clipcolour; in drawclip() 1071 r = (weaptype[attr1].colour>>16)/255.f; in drawentblip() 1072 g = ((weaptype[attr1].colour>>8)&0xFF)/255.f; in drawentblip() 1073 b = (weaptype[attr1].colour&0xFF)/255.f; in drawentblip() 1310 r = (weaptype[i].colour>>16)/255.f; in drawselection() 1311 g = ((weaptype[i].colour>>8)&0xFF)/255.f; in drawselection() [all …]
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H A D | server.cpp | 2314 int damage = weaptype[weap].damage[flags&HIT_ALT ? 1 : 0]; in calcdamage() 2317 else if((flags&HIT_FULL) && !weaptype[weap].explode[flags&HIT_ALT ? 1 : 0]) flags &= ~HIT_FULL; in calcdamage() 2375 if(weaptype[weap].sub[flags&HIT_ALT ? 1 : 0] && weaptype[weap].max) in process() 2382 takeammo(ci, weap, gs.weapload[weap]+weaptype[weap].sub[flags&HIT_ALT ? 1 : 0]); in process() 2388 else takeammo(ci, weap, weaptype[weap].sub[flags&HIT_ALT ? 1 : 0]); in process() 2389 gs.setweapstate(weap, WEAP_S_SHOOT, weaptype[weap].adelay[flags&HIT_ALT ? 1 : 0], millis); in process() 2391 gs.weapshot[weap] = weaptype[weap].sub[flags&HIT_ALT ? 1 : 0]; in process() 2392 gs.shotdamage += weaptype[weap].damage[flags&HIT_ALT ? 1 : 0]*shots.length(); in process() 2450 else gs.setweapstate(weap, WEAP_S_SHOOT, weaptype[weap].adelay[0], millis); in process() 2483 gs.setweapstate(weap, WEAP_S_RELOAD, weaptype[weap].rdelay, millis); in process() [all …]
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H A D | entities.cpp | 99 defformatstring(str)("\fs%s%s\fS", weaptype[attr1].text, weaptype[attr1].name); in entinfo() 175 return weaptype[attr1].item; in entmdlname() 205 colour = e.type == WEAPON ? weaptype[attr].colour : 0xFFFFFF; in useeffects() 231 …game::spawneffect(PART_FIREBALL, pos, e.type == WEAPON ? weaptype[attr].colour : 0x6666FF, enttype… in useeffects() 857 colour = entities::ents[proj.id]->type == WEAPON ? weaptype[attr].colour : 0x6666FF; in setspawn() 2274 colour = e.type == WEAPON ? weaptype[attr].colour : 0xFFFFFF, interval = lastmillis%1000; in drawparticle() 2278 …float radius = max(((e.type == WEAPON ? weaptype[attr].halo : enttype[e.type].radius*0.5f)+(fluc*0… in drawparticle()
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/dports/games/openmw/openmw-openmw-0.47.0/apps/openmw/mwmechanics/ |
H A D | weapontype.cpp | 7 MWWorld::ContainerStoreIterator getActiveWeapon(MWWorld::Ptr actor, int *weaptype) in getActiveWeapon() argument 13 *weaptype = ESM::Weapon::Spell; in getActiveWeapon() 21 *weaptype = ESM::Weapon::HandToHand; in getActiveWeapon() 28 *weaptype = ref->mBase->mData.mType; in getActiveWeapon() 31 *weaptype = ESM::Weapon::PickProbe; in getActiveWeapon()
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H A D | character.cpp | 1227 return mAnimation->updateCarriedLeftVisible(weaptype); in updateCarriedLeftVisible() 1234 int weaptype = ESM::Weapon::None; in updateWeaponState() local 1236 weaptype = ESM::Weapon::HandToHand; in updateWeaponState() 1238 weaptype = ESM::Weapon::Spell; in updateWeaponState() 1252 …nType != ESM::Weapon::HandToHand && weaptype != ESM::Weapon::HandToHand && weaptype != ESM::Weapon… in updateWeaponState() 1279 …bool isStillWeapon = weaptype != ESM::Weapon::HandToHand && weaptype != ESM::Weapon::Spell && weap… in updateWeaponState() 1299 && weaptype != mWeaponType in updateWeaponState() 1344 if (weaptype != mWeaponType) in updateWeaponState() 1351 weapgroup = getWeaponAnimation(weaptype); in updateWeaponState() 1362 if (weaptype != ESM::Weapon::None) in updateWeaponState() [all …]
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H A D | weapontype.hpp | 264 MWWorld::ContainerStoreIterator getActiveWeapon(MWWorld::Ptr actor, int *weaptype);
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H A D | character.hpp | 232 bool updateCarriedLeftVisible(int weaptype) const;
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/dports/games/redeclipse16/base-1.6.0/src/game/ |
H A D | weapons.cpp | 29 else loopj(W_ALL) if(!strcasecmp(weaptype[j].name, list[i])) in buildweaplist() 72 case -1: result(weaptype[*n].name); break; 371 if(weaptype[weap].thrown[secondary ? 1 : 0] > 0) in doshot() 372 dest.z += from.dist(dest)*weaptype[weap].thrown[secondary ? 1 : 0]; in doshot() 394 if(*weaptype[i].item) preloadmodel(weaptype[i].item); in preload() 395 if(*weaptype[i].vwep) preloadmodel(weaptype[i].vwep); in preload() 396 if(*weaptype[i].hwep) preloadmodel(weaptype[i].hwep); in preload()
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H A D | weapons.h | 856 #define WSND(a,b) (weaptype[a].sound+(b)) 857 #define WSNDF(a,b) (weaptype[a].sound+((b) ? S_W_SECONDARY : S_W_PRIMARY)) 858 #define WSND2(a,b,c) (weaptype[a].sound+((b) ? (c)+1 : (c))) 871 weaptypes weaptype[] = variable 972 extern weaptypes weaptype[];
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H A D | projs.cpp | 509 if(*weaptype[i].proj) preloadmodel(weaptype[i].proj); in preload() 510 if(*weaptype[i].eprj) preloadmodel(weaptype[i].eprj); in preload() 830 proj.mdl = weaptype[proj.weap].proj; in init() 918 …proj.mdl = weaptype[proj.weap].eject && *weaptype[proj.weap].eprj ? weaptype[proj.weap].eprj : "pr… in init() 919 proj.lifesize = weaptype[proj.weap].esize; in init() 1128 …if(proj.projtype == PRJ_SHOT && isweap(proj.weap) && issound(d->pschan) && weaptype[proj.weap].thr… in create() 1172 if(weaptype[weap].sound >= 0 && (weap != W_MELEE || !(WS(flags)))) in shootv() 1233 …if(ejectfade && weaptype[weap].eject && *weaptype[weap].eprj) loopi(clamp(sub, 1, W2(weap, ammosub… in shootv() 1234 …EJECT, -1, HIT_NONE, rnd(ejectfade)+ejectfade, 0, delay, rnd(weaptype[weap].espeed)+weaptype[weap]… in shootv()
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/dports/games/redeclipse/base-2.0.0/src/game/ |
H A D | weapons.cpp | 24 else loopj(W_ALL) if(!strcasecmp(weaptype[j].name, list[i])) in buildweaplist() 70 case -1: result(weaptype[*n].name); break; 397 if(*weaptype[i].item) preloadmodel(weaptype[i].item); in preload() 398 if(*weaptype[i].vwep) preloadmodel(weaptype[i].vwep); in preload() 399 if(*weaptype[i].hwep) preloadmodel(weaptype[i].hwep); in preload()
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H A D | weapons.h | 1320 #define WSND(a,b) (weaptype[a].sound+(b)) 1321 #define WSNDF(a,b) (weaptype[a].sound+((b) ? S_W_SECONDARY : S_W_PRIMARY)) 1322 #define WSNDFB(a,b) (weaptype[a].sound+((b) ? S_W_SECONDARY_BEGIN : S_W_PRIMARY_BEGIN)) 1323 #define WSNDFE(a,b) (weaptype[a].sound+((b) ? S_W_SECONDARY_END : S_W_PRIMARY_END)) 1324 #define WSND2(a,b,c) (weaptype[a].sound+((b) ? (c)+1 : (c))) 1336 weaptypes weaptype[] = variable 1454 extern weaptypes weaptype[];
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H A D | projs.cpp | 498 if(*weaptype[i].proj) preloadmodel(weaptype[i].proj); in preload() 499 if(*weaptype[i].eprj) preloadmodel(weaptype[i].eprj); in preload() 865 proj.mdlname = weaptype[proj.weap].proj; in init() 953 …proj.mdlname = weaptype[proj.weap].eject && *weaptype[proj.weap].eprj ? weaptype[proj.weap].eprj :… in init() 954 proj.lifesize = weaptype[proj.weap].esize; in init() 1161 …proj.projtype == PRJ_SHOT && isweap(proj.weap) && issound(d->pschan) && weaptype[proj.weap].thrown) in create() 1205 if(weaptype[weap].sound >= 0 && (weap != W_MELEE || !(WS(flags)))) in shootv() 1272 …if(W2(weap, ammosub, WS(flags)) && ejectfade && weaptype[weap].eject && *weaptype[weap].eprj) loop… in shootv() 1273 …d, PRJ_EJECT, -1, 0, rnd(ejectfade)+ejectfade, 0, delay, rnd(weaptype[weap].espeed)+weaptype[weap]… in shootv()
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/dports/games/xtux/xtux/src/server/ |
H A D | weapon.h | 5 void weapon_hit(entity *shooter, entity *victim, point P, byte weaptype);
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H A D | weapon.c | 217 void weapon_hit(entity *shooter, entity *victim, point P, byte weaptype) in weapon_hit() argument 225 wt = weapon_type(weaptype); in weapon_hit() 259 entity_killed(shooter, victim, P, weaptype); in weapon_hit()
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H A D | entity.h | 73 void entity_killed(entity *shooter, entity *victim, point P, byte weaptype);
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H A D | entity.c | 663 void entity_killed(entity *shooter, entity *victim, point P, byte weaptype) in entity_killed() argument 714 if( (wt = weapon_type(weaptype)) && wt->obituary ) in entity_killed()
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/dports/games/openmw/openmw-openmw-0.47.0/apps/openmw/mwrender/ |
H A D | actoranimation.hpp | 41 bool updateCarriedLeftVisible(const int weaptype) const override;
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H A D | actoranimation.cpp | 130 bool ActorAnimation::updateCarriedLeftVisible(const int weaptype) const in updateCarriedLeftVisible() 137 if (cls.hasInventoryStore(mPtr) && weaptype != ESM::Weapon::Spell) in updateCarriedLeftVisible() 168 return !(MWMechanics::getWeaponType(weaptype)->mFlags & ESM::WeaponType::TwoHanded); in updateCarriedLeftVisible()
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/dports/games/rottdc/rottdc-1.0-2/rott/ |
H A D | rt_playr.h | 91 typedef struct weaptype struct
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