/dports/games/openjk/OpenJK-07675e2/codemp/ui/ |
H A D | ui_force.c | 162 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() [all …]
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/dports/games/openjk/OpenJK-07675e2/codeJK2/game/ |
H A D | g_svcmds.cpp | 320 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()
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H A D | bg_panimate.cpp | 431 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() [all …]
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H A D | wp_saber.cpp | 433 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() [all …]
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H A D | wp_saber.h | 84 FORCE_LEVEL_1, enumerator
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H A D | AI_Jedi.cpp | 697 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() [all …]
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H A D | bg_pmove.cpp | 702 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() [all …]
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H A D | g_missile.cpp | 152 …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()
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H A D | NPC_reactions.cpp | 322 self->client->ps.saberAnimLevel = FORCE_LEVEL_1;//next attack must be a quick attack in NPC_ChoosePainAnimation()
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/dports/games/openjk/OpenJK-07675e2/codemp/game/ |
H A D | w_force.c | 176 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() [all …]
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H A D | g_missile.c | 538 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()
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H A D | NPC_AI_Jedi.c | 1352 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() [all …]
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H A D | bg_saber.c | 788 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()
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H A D | NPC_reactions.c | 332 self->client->ps.fd.saberAnimLevel = FORCE_LEVEL_1;//next attack must be a quick attack in NPC_ChoosePainAnimation()
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/dports/misc/amanda-client/amanda-3.3.9/server-src/ |
H A D | infofile.h | 75 # define FORCE_LEVEL_1 8 /* force level 1 at next run */ macro
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H A D | amadmin.c | 473 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()
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/dports/misc/amanda-server/amanda-3.3.9/server-src/ |
H A D | infofile.h | 75 # define FORCE_LEVEL_1 8 /* force level 1 at next run */ macro
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H A D | amadmin.c | 473 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()
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H A D | planner.c | 879 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()
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/dports/games/openjk/OpenJK-07675e2/code/game/ |
H A D | AI_SaberDroid.cpp | 226 return FORCE_LEVEL_1; in SaberDroid_PowerLevelForSaberAnim() 237 return FORCE_LEVEL_1; in SaberDroid_PowerLevelForSaberAnim()
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H A D | wp_saber.cpp | 4593 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() [all …]
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H A D | wp_saber.h | 178 FORCE_LEVEL_1, enumerator
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H A D | bg_panimate.cpp | 521 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() [all …]
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H A D | g_missile.cpp | 164 …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()
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H A D | AI_Jedi.cpp | 228 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() [all …]
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