Searched refs:damage_percent (Results 1 – 15 of 15) sorted by relevance
314 float damage_percent = static_cast<float>(amount / _actor->GetMaxHitPoints()); in AddDamageIndicator() local315 if (damage_percent < 0.10f) { in AddDamageIndicator()319 else if (damage_percent < 0.20f) { in AddDamageIndicator()323 else if (damage_percent < 0.30f) { in AddDamageIndicator()
272 float damage_percent = static_cast<float>(amount) / static_cast<float>(GetMaxHitPoints()); in RegisterDamage() local274 if(damage_percent < 0.10f) in RegisterDamage()276 else if(damage_percent < 0.25f) in RegisterDamage()278 else if(damage_percent < 0.50f) in RegisterDamage()315 float damage_percent = static_cast<float>(amount) / static_cast<float>(GetMaxHitPoints()); in _GetDamageTextStyle() local316 if(damage_percent < 0.10f) { in _GetDamageTextStyle()318 } else if(damage_percent < 0.20f) { in _GetDamageTextStyle()320 } else if(damage_percent < 0.30f) { in _GetDamageTextStyle()
152 int damage_percent; variable
243 damage_percent = 0; in clearStatus()301 else if (ei.type == Effect::DAMAGE_PERCENT && do_timed_effect) damage_percent += ei.magnitude; in logic()
906 if (effects.damage_percent > 0 && hp > 0) { in logic()907 int damage = (get(Stats::HP_MAX)*effects.damage_percent)/100; in logic()
159 double vehicle_part::damage_percent() const in damage_percent() function in vehicle_part
941 const double dmg = parts[engines[e]].damage_percent(); in engine_start_time()1003 const double dmg = parts[engines[e]].damage_percent(); in start_engine()
411 double damage_percent() const;
1121 if( most_repairable && most_repairable->damage_percent() ) { in do_repair()2505 if( mostDamagedPart && mostDamagedPart->damage_percent() ) { in display_stats()
263 int damage_percent; in ArmorCalc() local274 damage_percent = ((0.6 * damage_amt)+0.5); in ArmorCalc()276 *player_damage = damage_amt - damage_percent; in ArmorCalc()277 *armor_damage = damage_percent; in ArmorCalc()
258 int damage_percent; in ArmorCalc() local269 damage_percent = ((0.6 * damage_amt)+0.5); in ArmorCalc()271 *player_damage = damage_amt - damage_percent; in ArmorCalc()272 *armor_damage = damage_percent; in ArmorCalc()