Searched refs:DamageFactor (Results 1 – 18 of 18) sorted by relevance
65 skill.DamageFactor = FRACUNIT; in ParseSkill()118 skill.DamageFactor = FLOAT2FIXED(sc.Float); in ParseSkill()355 return AllSkills[gameskill].DamageFactor; in G_SkillProperty()469 DamageFactor = other.DamageFactor; in operator =()
1071 fixed_t plyrdmgfact = Pawn->DamageFactor; in Tick()1072 Pawn->DamageFactor = 65536; in Tick()1074 Pawn->DamageFactor = plyrdmgfact; in Tick()
582 fixed_t DamageFactor; member
1098 damage = FixedMul(damage, target->DamageFactor); in P_DamageMobj()1734 damage = FixedMul(damage, target->DamageFactor); in P_PoisonDamage()
1142 fixed_t DamageFactor; variable
3925 actor->DamageFactor = value; in DoSetActorProperty()4008 case APROP_DamageFactor:return actor->DamageFactor; in GetActorProperty()
319 << DamageFactor; in Serialize()
119 SkillDamageFactor = SDef->DamageFactor; in SetSkill()
188 float DamageFactor; member
1289 SDef->DamageFactor = 1.0; in ParseSkillDef()1317 SDef->DamageFactor = sc->Float; in ParseSkillDef()
258 fixed DamageFactor; variable
954 SkillInfo::SkillInfo() : DamageFactor(FRACUNIT), PlayerDamageFactor(FRACUNIT), in SkillInfo()1002 ParseFixedAssignment(skill->DamageFactor); in CheckKey()
288 points = (points*gamestate.difficulty->DamageFactor)>>FRACBITS; in TakeDamage()
353 damage = FixedMul(damage, victim->DamageFactor); in DoSpecialDamage()
165 struct DamageFactor
233 float DamageFactor;
337 array<DamageFactor> DamageFactors;
1167 defaults->DamageFactor = id; in DEFINE_PROPERTY()