Searched refs:MAX_SHOTS (Results 1 – 15 of 15) sorted by relevance
132 extern int shots_flying_x[MAX_SHOTS];133 extern int shots_flying_y[MAX_SHOTS];134 extern int shots_flying_x_speed[MAX_SHOTS];135 extern int shots_flying_y_speed[MAX_SHOTS];136 extern int shots_flying_owner[MAX_SHOTS];137 extern int shots_flying_age[MAX_SHOTS];138 extern int shots_flying_infan[MAX_SHOTS];
156 int shots_flying_x[MAX_SHOTS];157 int shots_flying_y[MAX_SHOTS];158 int shots_flying_x_speed[MAX_SHOTS];159 int shots_flying_y_speed[MAX_SHOTS];160 int shots_flying_owner[MAX_SHOTS];161 int shots_flying_age[MAX_SHOTS];162 int shots_flying_infan[MAX_SHOTS];3408 for (l = 0; l < MAX_SHOTS; l++) in init_data()
20 SHOT shot[MAX_SHOTS]; /* our own shots */21 O_SHOT o_shot[(MAX_PLAYER-1)*MAX_SHOTS]; /* other peoples shots */176 for(i=0;i<MAX_SHOTS;i++) in InitShots()180 for(j=0;j<(MAX_PLAYER-1)*MAX_SHOTS;j++) in InitShots()190 for(i=0;i<MAX_SHOTS;i++) { in FireShot()229 O_SHOT xshot[MAX_PLAYER*MAX_SHOTS]; in DoShots()232 for(j=0,i=0;i<(MAX_PLAYER-1)*MAX_SHOTS;i++) { in DoShots()244 for(i=0;i<MAX_SHOTS;i++) { in DoShots()325 for(i=0;i<MAX_SHOTS;i++) { in DoShots()379 for(scnt=0;scnt<MAX_SHOTS;scnt++) { in CheckShot()
42 O_SHOT srv_shot[MAX_PLAYER][MAX_SHOTS];180 CPOS other_shot[(MAX_PLAYER-1) * MAX_SHOTS]; in server()195 for(j=0;j<MAX_SHOTS;j++) in server()295 for(j=0;j<MAX_SHOTS;j++) in server()399 for(pos=(POS*)(msg+5),n=0;n<MAX_SHOTS;n++,pos++) { in server()415 for(m=0;m<MAX_SHOTS;m++) { in server()443 for(j=0;j<MAX_SHOTS;j++) in server()463 for(j=0;j<MAX_SHOTS;j++) in server()578 POS my_shot[MAX_SHOTS]; in NetHandle()594 for(j=0,i=0;i<MAX_SHOTS;i++) { in NetHandle()[all …]
70 #define MAX_SHOTS 8 macro
12 for ( int i=0; i<MAX_SHOTS; ++i ) { in Shinobi()26 for ( int i=0; i<MAX_SHOTS; ++i ) in ~Shinobi()206 Shot *shots[MAX_SHOTS];216 if ( numshots == MAX_SHOTS ) in MakeShot()
33 for ( i=0; i<MAX_SHOTS; ++i ) { in Player()48 for ( int i=0; i<MAX_SHOTS; ++i ) in ~Player()632 if ( numshots == MAX_SHOTS ) in MakeShot()
140 Shot *shots[MAX_SHOTS];
34 #define MAX_SHOTS 18 macro
51 #define MAX_SHOTS 500 macro
120 for (l = 0; l < MAX_SHOTS; l++) { in do_shots()195 for (l = 0; l < MAX_SHOTS; l++) in start_shot()199 if (l != MAX_SHOTS) { in start_shot()225 for (l = 0; l < MAX_SHOTS; l++) in start_shot()229 if (l != MAX_SHOTS) { in start_shot()
341 for (l2 = 0; l2 < MAX_SHOTS; l2++) { in terrain_to_screen()812 for (l2 = 0; l2 < MAX_SHOTS; l2++) { in solo_terrain_to_screen()1201 for (l2 = 0; l2 < MAX_SHOTS; l2++) { in vesa_terrain_to_screen()
905 for (l2 = wrandom(3); l2 < MAX_SHOTS; l2 += 3) { in infan_take_hits()
19 #define MAX_SHOTS 18 macro
38 MAX_SHOTS = 2 # most player bullets onscreen variable345 if not player.reloading and firing and len(shots) < MAX_SHOTS: