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Searched refs:FORCE_LEVEL_1 (Results 1 – 25 of 43) sorted by relevance

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/dports/games/openjk/OpenJK-07675e2/codemp/ui/
H A Dui_force.c162 for (i=FORCE_LEVEL_1;i<=max;i++) in UI_DrawForceStars()
391 bgForcePowerCost[FP_SABER_OFFENSE][FORCE_LEVEL_1] = 0; in UpdateForceUsed()
392 bgForcePowerCost[FP_SABER_DEFENSE][FORCE_LEVEL_1] = 0; in UpdateForceUsed()
413 bgForcePowerCost[FP_SABER_OFFENSE][FORCE_LEVEL_1] = 1; in UpdateForceUsed()
414 bgForcePowerCost[FP_SABER_DEFENSE][FORCE_LEVEL_1] = 1; in UpdateForceUsed()
613 for (currank=FORCE_LEVEL_1;currank<=forcePowerRank;currank++) in UI_ReadLegalForce()
947 if ( uiForcePowersRank[FP_LEVITATION] < FORCE_LEVEL_1 ) in UI_JediNonJedi_HandleKey()
949 uiForcePowersRank[FP_LEVITATION] = FORCE_LEVEL_1; in UI_JediNonJedi_HandleKey()
951 if ( uiForcePowersRank[FP_SABER_OFFENSE] < FORCE_LEVEL_1 ) in UI_JediNonJedi_HandleKey()
953 uiForcePowersRank[FP_SABER_OFFENSE] = FORCE_LEVEL_1; in UI_JediNonJedi_HandleKey()
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/dports/games/openjk/OpenJK-07675e2/codeJK2/game/
H A Dg_svcmds.cpp320 if ( self->client->ps.forcePowerLevel[FP_SABER_OFFENSE] == FORCE_LEVEL_1 ) in Svcmd_SaberAttackCycle_f()
328 saberAnimLevel = FORCE_LEVEL_1; in Svcmd_SaberAttackCycle_f()
335 saberAnimLevel = FORCE_LEVEL_1; in Svcmd_SaberAttackCycle_f()
351 case FORCE_LEVEL_1: in Svcmd_SaberAttackCycle_f()
H A Dbg_panimate.cpp431 return FORCE_LEVEL_1; in PM_AnimLevelForSaberAnim()
457 return FORCE_LEVEL_1; in PM_PowerLevelForSaberAnim()
477 return FORCE_LEVEL_1;//FIXME: saberAnimLevel? in PM_PowerLevelForSaberAnim()
537 anim -= (animLevel-FORCE_LEVEL_1)*SABER_ANIM_GROUP_SIZE; in PM_InAnimForSaberMove()
1220 && ((pm->ps->saberAnimLevel == FORCE_LEVEL_1 && !Q_irand( 0, 2 )) in PM_AttackForEnemyPos()
1232 if ( pm->ps->saberAnimLevel == FORCE_LEVEL_1 in PM_AttackForEnemyPos()
1301 else if ( pm->ps->saberAnimLevel > FORCE_LEVEL_1 ) in PM_AttackForEnemyPos()
1546 else if ( pm->ps->saberAnimLevel > FORCE_LEVEL_1 ) in PM_SaberAttackForMovement()
1561 if ( (pm->ps->saberAnimLevel == FORCE_LEVEL_1 in PM_SaberAttackForMovement()
1633 if ( pm->ps->saberAnimLevel == FORCE_LEVEL_1 || in PM_SaberAttackForMovement()
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H A Dwp_saber.cpp433 ent->client->ps.saberAnimLevel = FORCE_LEVEL_1; in WP_SaberInitBladeData()
2681 case FORCE_LEVEL_1: in WP_SaberDamageTrace()
2707 case FORCE_LEVEL_1: in WP_SaberDamageTrace()
4153 case FORCE_LEVEL_1: in WP_SaberLaunch()
8482 ent->client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_1; in WP_InitForcePowers()
8497 ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_1; in WP_InitForcePowers()
8505 ent->client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_1; in WP_InitForcePowers()
8506 ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_1; in WP_InitForcePowers()
8515 ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_1; in WP_InitForcePowers()
8536 ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_1; in WP_InitForcePowers()
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H A Dwp_saber.h84 FORCE_LEVEL_1, enumerator
H A DAI_Jedi.cpp697 self->client->ps.saberAnimLevel = FORCE_LEVEL_1; in Jedi_AdjustSaberAnimLevel()
719 else if ( newLevel < FORCE_LEVEL_1 ) in Jedi_AdjustSaberAnimLevel()
721 self->client->ps.saberAnimLevel = FORCE_LEVEL_1; in Jedi_AdjustSaberAnimLevel()
732 case FORCE_LEVEL_1: in Jedi_AdjustSaberAnimLevel()
765 NPC->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 ) in Jedi_CombatDistance()
849 if ( enemy_dist > forcePushPullRadius[FORCE_LEVEL_1] - 16 ) in Jedi_CombatDistance()
854 if ( NPC->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_1 ) in Jedi_CombatDistance()
856 testlevel = FORCE_LEVEL_1; in Jedi_CombatDistance()
1010 if ( NPC->client->ps.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_1 ) in Jedi_CombatDistance()
2998 NPC->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 ) in Jedi_FaceEnemy()
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H A Dbg_pmove.cpp702 else if ( pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 ) in PM_CheckJump()
878 if ( pm->cmd.rightmove > 0 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 ) in PM_CheckJump()
1227 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 in PM_CheckJump()
1318 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 //can force jump in PM_CheckJump()
2549 if ( delta > forceJumpHeight[FORCE_LEVEL_1] ) in PM_CrashLand()
5096 case FORCE_LEVEL_1: in PM_Footsteps()
5742 case FORCE_LEVEL_1: in PM_SetSaberMove()
5757 else if ( pm->ps->saberAnimLevel > FORCE_LEVEL_1 && in PM_SetSaberMove()
5761 anim += (pm->ps->saberAnimLevel-FORCE_LEVEL_1) * SABER_ANIM_GROUP_SIZE; in PM_SetSaberMove()
5846 case FORCE_LEVEL_1: in PM_SetSaberMove()
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H A Dg_missile.cpp152 …FORCE_LEVEL_2 || (owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]>FORCE_LEVEL_1&&!Q_irand( 0, … in G_ReflectMissile()
222 else if ( owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] <= FORCE_LEVEL_1 ) in G_ReflectMissile()
737 …if ( (other->owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_1 && Q_irand( 0, 3 … in G_MissileImpact()
H A DNPC_reactions.cpp322 self->client->ps.saberAnimLevel = FORCE_LEVEL_1;//next attack must be a quick attack in NPC_ChoosePainAnimation()
/dports/games/openjk/OpenJK-07675e2/codemp/game/
H A Dw_force.c176 ent->client->ps.fd.saberAnimLevel = FORCE_LEVEL_1; in WP_InitForcePowers()
3070 if (powerLevel == FORCE_LEVEL_1) in ForceThrow()
3446 if (modPowerLevel == FORCE_LEVEL_1) in ForceThrow()
3877 if (gripLevel == FORCE_LEVEL_1) in DoGripAction()
4775 if (noHRank >= FORCE_LEVEL_1) in HolocronUpdate()
4781 self->client->ps.fd.forcePowerLevel[i] = FORCE_LEVEL_1; in HolocronUpdate()
4788 if (noHRank >= FORCE_LEVEL_1) in HolocronUpdate()
4794 self->client->ps.fd.forcePowerLevel[i] = FORCE_LEVEL_1; in HolocronUpdate()
4876 self->client->ps.fd.forcePowerLevel[i] = FORCE_LEVEL_1; in JediMasterUpdate()
4897 if ( ps->fd.forcePowerLevel[i] > FORCE_LEVEL_1 ) in WP_HasForcePowers()
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H A Dg_missile.c538 if (otherDefLevel == FORCE_LEVEL_1) in G_MissileImpact()
560 if (otherDefLevel == FORCE_LEVEL_1) in G_MissileImpact()
615 if (otherDefLevel == FORCE_LEVEL_1) in G_MissileImpact()
637 if (otherDefLevel == FORCE_LEVEL_1) in G_MissileImpact()
H A DNPC_AI_Jedi.c1352 self->client->ps.fd.saberAnimLevel = FORCE_LEVEL_1; in Jedi_AdjustSaberAnimLevel()
1374 else if ( newLevel < FORCE_LEVEL_1 ) in Jedi_AdjustSaberAnimLevel()
1376 self->client->ps.fd.saberAnimLevel = FORCE_LEVEL_1; in Jedi_AdjustSaberAnimLevel()
1387 case FORCE_LEVEL_1: in Jedi_AdjustSaberAnimLevel()
1407 Jedi_AdjustSaberAnimLevel( NPCS.NPC, Q_irand( FORCE_LEVEL_1, FORCE_LEVEL_3 ));//random in Jedi_CheckDecreaseSaberAnimLevel()
1421 NPCS.NPC->client->ps.fd.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 ) in Jedi_CombatDistance()
1439 NPCS.NPC->client->ps.fd.forcePowerLevel[FP_DRAIN] > FORCE_LEVEL_1 ) in Jedi_CombatDistance()
1744 if ( NPCS.NPC->client->ps.fd.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_1 ) in Jedi_CombatDistance()
3755 NPCS.NPC->client->ps.fd.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 ) in Jedi_FaceEnemy()
4363 Jedi_AdjustSaberAnimLevel( NPCS.NPC, FORCE_LEVEL_1 );//try to follow-up with a quick attack in Jedi_AttackDecide()
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H A Dbg_saber.c788 if (pm->ps->fd.saberAnimLevel == FORCE_LEVEL_1) in PM_SaberKataDone()
2443 pm->ps->fd.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 && in PM_SaberAttackForMovement()
3786 anim += (pm->ps->fd.saberAnimLevel-FORCE_LEVEL_1) * SABER_ANIM_GROUP_SIZE; in PM_SetSaberMove()
3799 anim += (pm->ps->fd.saberAnimLevel-FORCE_LEVEL_1) * SABER_ANIM_GROUP_SIZE; in PM_SetSaberMove()
3809 else if ( pm->ps->fd.saberAnimLevel > FORCE_LEVEL_1 && in PM_SetSaberMove()
3812 anim += (pm->ps->fd.saberAnimLevel-FORCE_LEVEL_1) * SABER_ANIM_GROUP_SIZE; in PM_SetSaberMove()
H A DNPC_reactions.c332 self->client->ps.fd.saberAnimLevel = FORCE_LEVEL_1;//next attack must be a quick attack in NPC_ChoosePainAnimation()
/dports/misc/amanda-client/amanda-3.3.9/server-src/
H A Dinfofile.h75 # define FORCE_LEVEL_1 8 /* force level 1 at next run */ macro
H A Damadmin.c473 if (ISSET(info.command, FORCE_LEVEL_1)) { in force_one()
474 CLR(info.command, FORCE_LEVEL_1); in force_one()
519 SET(info.command, FORCE_LEVEL_1); in force_level_1_one()
571 } else if (ISSET(info.command, FORCE_LEVEL_1)) { in unforce_one()
572 CLR(info.command, FORCE_LEVEL_1); in unforce_one()
620 if (ISSET(info.command, FORCE_LEVEL_1)) { in force_bump_one()
621 CLR(info.command, FORCE_LEVEL_1); in force_bump_one()
/dports/misc/amanda-server/amanda-3.3.9/server-src/
H A Dinfofile.h75 # define FORCE_LEVEL_1 8 /* force level 1 at next run */ macro
H A Damadmin.c473 if (ISSET(info.command, FORCE_LEVEL_1)) { in force_one()
474 CLR(info.command, FORCE_LEVEL_1); in force_one()
519 SET(info.command, FORCE_LEVEL_1); in force_level_1_one()
571 } else if (ISSET(info.command, FORCE_LEVEL_1)) { in unforce_one()
572 CLR(info.command, FORCE_LEVEL_1); in unforce_one()
620 if (ISSET(info.command, FORCE_LEVEL_1)) { in force_bump_one()
621 CLR(info.command, FORCE_LEVEL_1); in force_bump_one()
H A Dplanner.c879 else if (ISSET(info->command, FORCE_LEVEL_1)) { in setup_estimate()
887 CLR(info->command, FORCE_LEVEL_1); in setup_estimate()
1053 !ISSET(info->command, FORCE_LEVEL_1) && in setup_estimate()
1111 if (ISSET(info->command, FORCE_LEVEL_1)) { in setup_estimate()
/dports/games/openjk/OpenJK-07675e2/code/game/
H A DAI_SaberDroid.cpp226 return FORCE_LEVEL_1; in SaberDroid_PowerLevelForSaberAnim()
237 return FORCE_LEVEL_1; in SaberDroid_PowerLevelForSaberAnim()
H A Dwp_saber.cpp4593 entPowerLevel = FORCE_LEVEL_1; in WP_SaberDamageTrace()
4737 case FORCE_LEVEL_1: in WP_SaberDamageTrace()
4775 case FORCE_LEVEL_1: in WP_SaberDamageTrace()
6672 case FORCE_LEVEL_1: in WP_SaberLaunch()
12743 case FORCE_LEVEL_1: in WP_ForcePowerStart()
14421 ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_1; in WP_InitForcePowers()
14422 ent->client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_1; in WP_InitForcePowers()
14428 ent->client->ps.forcePowerLevel[FP_RAGE] = FORCE_LEVEL_1; in WP_InitForcePowers()
14430 ent->client->ps.forcePowerLevel[FP_ABSORB] = FORCE_LEVEL_1; in WP_InitForcePowers()
14431 ent->client->ps.forcePowerLevel[FP_DRAIN] = FORCE_LEVEL_1; in WP_InitForcePowers()
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H A Dwp_saber.h178 FORCE_LEVEL_1, enumerator
H A Dbg_panimate.cpp521 return FORCE_LEVEL_1; in PM_AnimLevelForSaberAnim()
565 return FORCE_LEVEL_1; in PM_PowerLevelForSaberAnim()
608 return FORCE_LEVEL_1; in PM_PowerLevelForSaberAnim()
625 return FORCE_LEVEL_1; in PM_PowerLevelForSaberAnim()
1163 anim -= (animLevel-FORCE_LEVEL_1)*SABER_ANIM_GROUP_SIZE; in PM_InAnimForSaberMove()
2752 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 //can force jump in PM_CheckJumpForwardAttackMove()
2969 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 //can force jump in PM_CheckFlipOverAttackMove()
3107 if ( pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 //can force jump in PM_CheckBackflipAttackMove()
3813 if ( ((pm->ps->saberAnimLevel == FORCE_LEVEL_1 || in PM_SaberAttackForMovement()
4523 if ( saberAnimLevel == FORCE_LEVEL_1 || saberAnimLevel == FORCE_LEVEL_5 ) in PM_SaberStartTransAnim()
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H A Dg_missile.cpp164 …FORCE_LEVEL_2 || (owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]>FORCE_LEVEL_1&&!Q_irand( 0, … in G_ReflectMissile()
234 else if ( owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] <= FORCE_LEVEL_1 ) in G_ReflectMissile()
831 case FORCE_LEVEL_1: in G_MissileImpact()
H A DAI_Jedi.cpp228 if ( self->client->ps.forcePowerLevel[FP_LEVITATION] < FORCE_LEVEL_1 ) in Jedi_StopKnockdown()
1374 NPC->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 ) in Jedi_CombatDistance()
1385 NPC->client->ps.forcePowerLevel[FP_DRAIN] > FORCE_LEVEL_1 ) in Jedi_CombatDistance()
1515 if ( enemy_dist > forcePushPullRadius[FORCE_LEVEL_1] - 16 ) in Jedi_CombatDistance()
1520 if ( NPC->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_1 ) in Jedi_CombatDistance()
1522 testlevel = FORCE_LEVEL_1; in Jedi_CombatDistance()
1865 if ( NPC->client->ps.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_1 ) in Jedi_CombatDistance()
1873 && Q_irand( FORCE_LEVEL_0, NPC->client->ps.forcePowerLevel[FP_DRAIN] ) > FORCE_LEVEL_1 in Jedi_CombatDistance()
2804 (self->client->ps.forcePowerLevel[FP_SABER_DEFENSE]>FORCE_LEVEL_1&&g_spskill->integer>1) || in Jedi_QuickReactions()
4650 NPC->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 ) in Jedi_FaceEnemy()
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