/dports/games/openjk/OpenJK-07675e2/codemp/game/ |
H A D | w_force.c | 297 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 …]
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H A D | NPC_AI_Jedi.c | 1438 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()
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H A D | bg_misc.c | 213 FP_DRAIN, 1757 case FP_DRAIN: in BG_CanUseFPNow()
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H A D | bg_saga.c | 130 ENUM2STRING(FP_DRAIN),
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H A D | ai_main.c | 6263 …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()
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H A D | bg_pmove.c | 6829 else if ( (pm->ps->fd.forcePowersActive&(1<<FP_DRAIN)) ) in PM_Weapon()
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H A D | w_saber.c | 5481 else if ( self->client->ps.fd.forcePowersActive&(1<<FP_DRAIN) ) in WP_SaberStartMissileBlockCheck()
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/dports/games/openjk/OpenJK-07675e2/code/game/ |
H A D | wp_saber.cpp | 11593 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 …]
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H A D | AI_Jedi.cpp | 1384 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()
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H A D | g_svcmds.cpp | 923 { "setForceDrain", Svcmd_ForceSetLevel_f<FP_DRAIN>, CMD_CHEAT },
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H A D | g_target.cpp | 997 gi.cvar_set("ui_stats_drain", va("%d",client->sess.missionStats.forceUsed[FP_DRAIN])); in set_mission_stats_cvars()
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H A D | bg_panimate.cpp | 5175 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()
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H A D | NPC_stats.cpp | 89 ENUM2STRING(FP_DRAIN),
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H A D | bg_pmove.cpp | 7973 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()
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H A D | g_active.cpp | 2536 if ( (ent->client->ps.forcePowersActive&(1<<FP_DRAIN)) ) in G_CheckClampUcmd()
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H A D | Q3_Interface.cpp | 9529 Q3_SetForcePower( entID, FP_DRAIN, (qboolean)(Q_stricmp("true",(char*)data)==0) ); in Set()
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/dports/games/openjk/OpenJK-07675e2/code/ui/ |
H A D | ui_main.cpp | 1656 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()
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/dports/games/openjk/OpenJK-07675e2/code/client/ |
H A D | cl_input.cpp | 87 case FP_DRAIN: in IN_UseGivenForce()
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/dports/games/openjk/OpenJK-07675e2/codemp/qcommon/ |
H A D | q_shared.h | 380 FP_DRAIN, enumerator
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/dports/games/openjk/OpenJK-07675e2/code/cgame/ |
H A D | cg_weapons.cpp | 1015 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()
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H A D | cg_main.cpp | 3671 FP_DRAIN, 3715 FP_DRAIN,
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H A D | cg_players.cpp | 5019 …>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()
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/dports/games/openjk/OpenJK-07675e2/codemp/client/ |
H A D | cl_input.cpp | 98 case FP_DRAIN: in IN_UseGivenForce()
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/dports/games/openjk/OpenJK-07675e2/code/qcommon/ |
H A D | q_shared.h | 757 FP_DRAIN,//hold/duration - drain force power for health enumerator
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