Searched refs:DDF_MainGetPercent (Results 1 – 10 of 10) sorted by relevance
/dports/games/edge/Edge-1.35-source/ddf/ |
H A D | thing.cc | 69 DF("HEIGHT", height, DDF_MainGetPercent), 89 DF("PAINCHANCE", painchance, DDF_MainGetPercent), 121 DF("TRANSLUCENCY", translucency, DDF_MainGetPercent), 129 DF("PAINCHANCE", painchance, DDF_MainGetPercent), 130 DF("MINATTACK_CHANCE", minatkchance, DDF_MainGetPercent), 135 DF("VIEW_HEIGHT", viewheight, DDF_MainGetPercent), 136 DF("SHOT_HEIGHT", shotheight, DDF_MainGetPercent), 179 DF("BOBBING", bobbing, DDF_MainGetPercent), 183 DF("RESISTANCE_PAINCHANCE", resist_painchance, DDF_MainGetPercent), 185 DF("SHADOW_TRANSLUCENCY", shadow_trans, DDF_MainGetPercent), [all …]
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H A D | style.cc | 45 DF("TRANSLUCENCY", translucency, DDF_MainGetPercent), 61 DF("TRANSLUCENCY", translucency, DDF_MainGetPercent),
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H A D | weapon.cc | 77 DF("BOBBING", bobbing, DDF_MainGetPercent), 78 DF("SWAYING", swaying, DDF_MainGetPercent), 80 DF("IDLE_CHANCE", idle_chance, DDF_MainGetPercent),
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H A D | attack.cc | 89 DF("NO_TRACE_CHANCE", notracechance, DDF_MainGetPercent), 90 DF("KEEP_FIRING_CHANCE", keepfirechance, DDF_MainGetPercent),
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H A D | line.cc | 125 DF("DISTANCE", distance, DDF_MainGetPercent), 177 DF("LIGHT_CHANCE", l.chance, DDF_MainGetPercent), 198 DF("TRANSLUCENCY", translucency, DDF_MainGetPercent), 210 DF("EXTRAFLOOR_TRANSLUCENCY", translucency, DDF_MainGetPercent),
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H A D | local.h | 245 void DDF_MainGetPercent (const char *info, void *storage);
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H A D | sfx.cc | 39 DDF_FIELD("VOLUME", volume, DDF_MainGetPercent),
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H A D | sector.cc | 60 DF("LIGHT_CHANCE", l.chance, DDF_MainGetPercent),
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H A D | states.cc | 784 DDF_MainGetPercent(s+1, &jump->chance); in DDF_StateGetJump()
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H A D | main.cc | 1362 void DDF_MainGetPercent(const char *info, void *storage) in DDF_MainGetPercent() function
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