Home
last modified time | relevance | path

Searched refs:FP_DRAIN (Results 1 – 24 of 24) sorted by relevance

/dports/games/openjk/OpenJK-07675e2/codemp/game/
H A Dw_force.c297 else if ( i_r == FP_DRAIN ) in WP_InitForcePowers()
721 case FP_DRAIN: in WP_ForcePowerUsable()
746 case FP_DRAIN: in WP_ForcePowerUsable()
775 case FP_DRAIN: in WP_ForcePowerUsable()
798 atPower != FP_DRAIN && in WP_AbsorbConversion()
1020 case FP_DRAIN: in WP_ForcePowerStart()
3784 case FP_DRAIN: in WP_ForcePowerStop()
4263 case FP_DRAIN: in WP_ForcePowerRun()
4509 case FP_DRAIN: in WP_DoSpecificPower()
4847 i == FP_DRAIN || i == FP_ABSORB) in JediMasterUpdate()
[all …]
H A DNPC_AI_Jedi.c1438 if ( NPCS.NPC->client->ps.fd.forcePowersActive&(1<<FP_DRAIN) && in Jedi_CombatDistance()
1439 NPCS.NPC->client->ps.fd.forcePowerLevel[FP_DRAIN] > FORCE_LEVEL_1 ) in Jedi_CombatDistance()
1549 && NPCS.NPC->client->ps.fd.forcePowersKnown&(1<<FP_DRAIN) //know how to drain in Jedi_CombatDistance()
1550 && WP_ForcePowerAvailable( NPCS.NPC, FP_DRAIN, 20 )//have enough power in Jedi_CombatDistance()
1567 && NPCS.NPC->client->ps.fd.forcePowersKnown&(1<<FP_DRAIN) //know how to drain in Jedi_CombatDistance()
1568 && WP_ForcePowerAvailable( NPCS.NPC, FP_DRAIN, 20 )//have enough power in Jedi_CombatDistance()
1753 … && Q_irand( FORCE_LEVEL_0, NPCS.NPC->client->ps.fd.forcePowerLevel[FP_DRAIN] ) > FORCE_LEVEL_1 in Jedi_CombatDistance()
1754 && WP_ForcePowerUsable( NPCS.NPC, FP_DRAIN ) in Jedi_CombatDistance()
3032 WP_ForcePowerStop( self, FP_DRAIN ); in Jedi_SaberBlockGo()
H A Dbg_misc.c213 FP_DRAIN,
1757 case FP_DRAIN: in BG_CanUseFPNow()
H A Dbg_saga.c130 ENUM2STRING(FP_DRAIN),
H A Dai_main.c6263 …else if ((bs->cur_ps.fd.forcePowersKnown & (1 << FP_DRAIN)) && bs->frame_Enemy_Len < MAX_DRAIN_DIS… in StandardBotAI()
6265 level.clients[bs->client].ps.fd.forcePowerSelected = FP_DRAIN; in StandardBotAI()
H A Dbg_pmove.c6829 else if ( (pm->ps->fd.forcePowersActive&(1<<FP_DRAIN)) ) in PM_Weapon()
H A Dw_saber.c5481 else if ( self->client->ps.fd.forcePowersActive&(1<<FP_DRAIN) ) in WP_SaberStartMissileBlockCheck()
/dports/games/openjk/OpenJK-07675e2/code/game/
H A Dwp_saber.cpp11593 WP_ForcePowerStart( self, FP_DRAIN, 0 ); in ForceDrain()
11798 WP_ForcePowerStop( self, FP_DRAIN ); in WP_CheckForceDraineeStopMe()
12568 atPower != FP_DRAIN && in WP_AbsorbConversion()
12719 case FP_DRAIN: in WP_ForcePowerStart()
12921 case FP_DRAIN: in WP_ForcePowerUsable()
12948 case FP_DRAIN: in WP_ForcePowerUsable()
13203 case FP_DRAIN: in WP_ForcePowerStop()
13932 case FP_DRAIN: in WP_ForcePowerRun()
13949 WP_ForcePowerStop( self, FP_DRAIN ); in WP_ForcePowerRun()
13958 WP_ForcePowerStop( self, FP_DRAIN ); in WP_ForcePowerRun()
[all …]
H A DAI_Jedi.cpp1384 if ( NPC->client->ps.forcePowersActive&(1<<FP_DRAIN) && in Jedi_CombatDistance()
1385 NPC->client->ps.forcePowerLevel[FP_DRAIN] > FORCE_LEVEL_1 ) in Jedi_CombatDistance()
1544 && WP_ForcePowerUsable( NPC, FP_DRAIN, 20 )//know how to drain and have enough power in Jedi_CombatDistance()
1570 && NPC->client->ps.forcePowersKnown&(1<<FP_DRAIN) //know how to drain in Jedi_CombatDistance()
1571 && WP_ForcePowerAvailable( NPC, FP_DRAIN, 20 )//have enough power in Jedi_CombatDistance()
1873 && Q_irand( FORCE_LEVEL_0, NPC->client->ps.forcePowerLevel[FP_DRAIN] ) > FORCE_LEVEL_1 in Jedi_CombatDistance()
1874 && WP_ForcePowerUsable( NPC, FP_DRAIN, 0 ) in Jedi_CombatDistance()
3595 WP_ForcePowerStop( self, FP_DRAIN ); in Jedi_SaberBlockGo()
7432 WP_ForcePowerStop( NPC, FP_DRAIN ); in Jedi_InSpecialMove()
H A Dg_svcmds.cpp923 { "setForceDrain", Svcmd_ForceSetLevel_f<FP_DRAIN>, CMD_CHEAT },
H A Dg_target.cpp997 gi.cvar_set("ui_stats_drain", va("%d",client->sess.missionStats.forceUsed[FP_DRAIN])); in set_mission_stats_cvars()
H A Dbg_panimate.cpp5175 if ( pm->ps->forcePowersActive&(1<<FP_DRAIN) ) in PM_TorsoAnimLightsaber()
5534 if ( (pm->ps->forcePowersActive&(1<<FP_DRAIN)) in PM_TorsoAnimation()
5643 if ( pm->ps->forcePowersActive&(1<<FP_DRAIN) ) in PM_TorsoAnimation()
H A DNPC_stats.cpp89 ENUM2STRING(FP_DRAIN),
H A Dbg_pmove.cpp7973 if ( (pm->ps->forcePowersActive&(1<<FP_DRAIN)) in PM_Footsteps()
13341 if ( (pm->ps->forcePowersActive&(1<<FP_DRAIN)) in PM_Weapon()
14272 case FP_DRAIN: in PM_CheckForceUseButton()
H A Dg_active.cpp2536 if ( (ent->client->ps.forcePowersActive&(1<<FP_DRAIN)) ) in G_CheckClampUcmd()
H A DQ3_Interface.cpp9529 Q3_SetForcePower( entID, FP_DRAIN, (qboolean)(Q_stricmp("true",(char*)data)==0) ); in Set()
/dports/games/openjk/OpenJK-07675e2/code/ui/
H A Dui_main.cpp1656 pState->forcePowerLevel[FP_DRAIN]; in UI_CalcForceStatus()
4503 { "drain", FP_DRAIN },
4776 uiInfo.forcePowerLevel[FP_DRAIN]=0; in UI_DemoSetForceLevels()
4802 uiInfo.forcePowerLevel[FP_DRAIN]=0; in UI_DemoSetForceLevels()
4815 …uiInfo.forcePowerLevel[FP_DRAIN]=Q_max(pState->forcePowerLevel[FP_DRAIN], uiInfo.forcePowerLevel[F… in UI_DemoSetForceLevels()
/dports/games/openjk/OpenJK-07675e2/code/client/
H A Dcl_input.cpp87 case FP_DRAIN: in IN_UseGivenForce()
/dports/games/openjk/OpenJK-07675e2/codemp/qcommon/
H A Dq_shared.h380 FP_DRAIN, enumerator
/dports/games/openjk/OpenJK-07675e2/code/cgame/
H A Dcg_weapons.cpp1015 if ( cent->gent && cent->gent->client && cent->gent->client->ps.forcePowersActive&(1<<FP_DRAIN) ) in CG_AddViewWeapon()
1022 if ( cent->gent->client->ps.forcePowerLevel[FP_DRAIN] > FORCE_LEVEL_2 ) in CG_AddViewWeapon()
H A Dcg_main.cpp3671 FP_DRAIN,
3715 FP_DRAIN,
H A Dcg_players.cpp5019 …>client->ps.eFlags&EF_FORCE_DRAINED) || cent->gent->client->ps.forcePowersActive&(1<<FP_DRAIN) ) && in CG_AddRefEntityWithPowerups()
7859 if ( cent->gent->client->ps.forcePowersActive&(1<<FP_DRAIN) in CG_Player()
7864 if ( cent->gent->client->ps.forcePowerLevel[FP_DRAIN] > FORCE_LEVEL_2 ) in CG_Player()
/dports/games/openjk/OpenJK-07675e2/codemp/client/
H A Dcl_input.cpp98 case FP_DRAIN: in IN_UseGivenForce()
/dports/games/openjk/OpenJK-07675e2/code/qcommon/
H A Dq_shared.h757 FP_DRAIN,//hold/duration - drain force power for health enumerator