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Searched refs:weaptype (Results 1 – 25 of 36) sorted by relevance

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/dports/games/bloodfrontier/bloodfrontier/src/game/
H A Dweapons.cpp39 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()
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H A Dprojs.cpp160 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()
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H A Dgame.h234 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 …]
H A Dai.cpp44 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()
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H A Dgame.cpp180 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()
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H A Dhud.cpp404 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 …]
H A Dserver.cpp2314 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()
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H A Dentities.cpp99 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()
/dports/games/openmw/openmw-openmw-0.47.0/apps/openmw/mwmechanics/
H A Dweapontype.cpp7 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()
H A Dcharacter.cpp1227 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 …]
H A Dweapontype.hpp264 MWWorld::ContainerStoreIterator getActiveWeapon(MWWorld::Ptr actor, int *weaptype);
H A Dcharacter.hpp232 bool updateCarriedLeftVisible(int weaptype) const;
/dports/games/redeclipse16/base-1.6.0/src/game/
H A Dweapons.cpp29 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()
H A Dweapons.h856 #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[];
H A Dprojs.cpp509 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()
/dports/games/redeclipse/base-2.0.0/src/game/
H A Dweapons.cpp24 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()
H A Dweapons.h1320 #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[];
H A Dprojs.cpp498 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()
/dports/games/xtux/xtux/src/server/
H A Dweapon.h5 void weapon_hit(entity *shooter, entity *victim, point P, byte weaptype);
H A Dweapon.c217 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()
H A Dentity.h73 void entity_killed(entity *shooter, entity *victim, point P, byte weaptype);
H A Dentity.c663 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()
/dports/games/openmw/openmw-openmw-0.47.0/apps/openmw/mwrender/
H A Dactoranimation.hpp41 bool updateCarriedLeftVisible(const int weaptype) const override;
H A Dactoranimation.cpp130 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()
/dports/games/rottdc/rottdc-1.0-2/rott/
H A Drt_playr.h91 typedef struct weaptype struct

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