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Searched refs:SKILL_NUM_TYPES (Results 1 – 12 of 12) sorted by relevance

/dports/games/ufoai/ufoai-2.5-source/src/game/
H A Dchr_shared.h51 SKILL_NUM_TYPES enumerator
59 int skills[SKILL_NUM_TYPES + 1][2]; /** ability and skill min and max */
86 …int fired[SKILL_NUM_TYPES]; /**< Count of fired "firemodes" (i.e. the count of how many times …
87 …int firedTUs[SKILL_NUM_TYPES]; /**< Count of TUs used for the fired "firemodes". (direct hits o…
89 …int hits[SKILL_NUM_TYPES][KILLED_NUM_TYPES]; /**< Count of hits (aliens, civilians or, teammates) …
92 int firedSplash[SKILL_NUM_TYPES]; /**< Count of fired splash "firemodes". */
93 …int firedSplashTUs[SKILL_NUM_TYPES]; /**< Count of TUs used for the fired "firemodes" (splash da…
95 int hitsSplash[SKILL_NUM_TYPES][KILLED_NUM_TYPES]; /**< Count of splash hits. */
96 …int hitsSplashDamage[SKILL_NUM_TYPES][KILLED_NUM_TYPES]; /**< Count of dealt splash damage (aliens…
99 int skillKills[SKILL_NUM_TYPES]; /**< Number of kills related to each skill. */
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H A Dchr_shared.cpp229 for (int i = 0; i < SKILL_NUM_TYPES; i++) { in CHRSH_CharGenAbilitySkills()
238 const int abilityWindow = skillsTemplate[SKILL_NUM_TYPES][1] - skillsTemplate[SKILL_NUM_TYPES][0]; in CHRSH_CharGenAbilitySkills()
239 const int temp = (frand() * abilityWindow) + skillsTemplate[SKILL_NUM_TYPES][0]; in CHRSH_CharGenAbilitySkills()
240 chr->score.initialSkills[SKILL_NUM_TYPES] = temp; in CHRSH_CharGenAbilitySkills()
250 for (int i = 0; i <= SKILL_NUM_TYPES; i++) { in CHRSH_CharGenAbilitySkills()
H A Dg_cmds.cpp243 for (i = 0; i < SKILL_NUM_TYPES; i++) { in G_ListMissionScore_f()
249 for (i = 0; i < SKILL_NUM_TYPES; i++) { in G_ListMissionScore_f()
259 for (i = 0; i < SKILL_NUM_TYPES; i++) { in G_ListMissionScore_f()
265 for (i = 0; i < SKILL_NUM_TYPES; i++) { in G_ListMissionScore_f()
274 for (i = 0; i < SKILL_NUM_TYPES; i++) { in G_ListMissionScore_f()
284 for (i = 0; i < SKILL_NUM_TYPES; i++) { in G_ListMissionScore_f()
H A Dg_match.cpp58 for (i = ABILITY_NUM_TYPES; i < SKILL_NUM_TYPES; i++) in G_GetEarnedExperience()
105 for (int i = 0; i < SKILL_NUM_TYPES; i++) { in G_UpdateCharacterExperience()
116 chr->score.experience[SKILL_NUM_TYPES] += totalGainedXP / 5; in G_UpdateCharacterExperience()
169 for (k = 0; k < SKILL_NUM_TYPES + 1; k++) in G_SendCharacterData()
H A Dg_client.cpp1162 for (k = 0; k < SKILL_NUM_TYPES + 1; k++) /* new attributes */ in G_ClientReadCharacter()
1164 for (k = 0; k < SKILL_NUM_TYPES; k++) /* new attributes */ in G_ClientReadCharacter()
/dports/games/ufoai/ufoai-2.5-source/src/client/cgame/campaign/
H A Dcp_campaign.cpp107 case SKILL_NUM_TYPES: /* This is health. */ in CP_CharacterGetMaxExperiencePerMission()
125 for (int i = 0; i < SKILL_NUM_TYPES; ++i) in CP_UpdateCharacterSkills()
129 chr->maxHP = std::min(MAX_MAXHP, chr->score.initialSkills[SKILL_NUM_TYPES] + in CP_UpdateCharacterSkills()
130 static_cast<int>(pow(static_cast<float>(chr->score.experience[SKILL_NUM_TYPES]) / 10, 0.6f))); in CP_UpdateCharacterSkills()
157 for (int i = ABILITY_POWER; i <= SKILL_NUM_TYPES; ++i) { in CP_UpdateCharacterData()
162 chr->name, gainedXP, i, chr->score.experience[SKILL_NUM_TYPES]); in CP_UpdateCharacterData()
201 for (j = 0; j < SKILL_NUM_TYPES + 1; j++) in CP_ParseCharacterData()
H A Dcp_auto_mission.cpp867 for (int expCount = ABILITY_NUM_TYPES; expCount < SKILL_NUM_TYPES; expCount++) { in AM_UpdateSurivorsAfterBattle()
875 const int maxXP = CP_CharacterGetMaxExperiencePerMission(SKILL_NUM_TYPES); in AM_UpdateSurivorsAfterBattle()
877 score->experience[SKILL_NUM_TYPES] += gainedXP; in AM_UpdateSurivorsAfterBattle()
879 chr->name, gainedXP, SKILL_NUM_TYPES, chr->score.experience[SKILL_NUM_TYPES]); in AM_UpdateSurivorsAfterBattle()
H A Dcp_base.cpp1846 for (int x = ABILITY_NUM_TYPES; x < SKILL_NUM_TYPES; x++) { in CL_SwapSkills()
/dports/games/ufoai/ufoai-2.5-source/src/client/cgame/
H A Dsave_character.h87 {SAVE_CHARACTER_SKILLTYPE_NAMESPACE"::hp", SKILL_NUM_TYPES},
H A Dcl_game_team.cpp749 for (int k = 0; k <= SKILL_NUM_TYPES; k++) { in GAME_SaveCharacter()
751 || (k < SKILL_NUM_TYPES && score->skills[k])) { in GAME_SaveCharacter()
759 if (k < SKILL_NUM_TYPES) { in GAME_SaveCharacter()
876 if (idx < SKILL_NUM_TYPES) { in GAME_LoadCharacter()
H A Dcl_game.cpp1341 for (j = 0; j < SKILL_NUM_TYPES + 1; j++) in GAME_NetSendCharacter()
1343 for (j = 0; j < SKILL_NUM_TYPES; j++) in GAME_NetSendCharacter()
/dports/games/ufoai/ufoai-2.5-source/src/common/
H A Dscripts.cpp1415 static const char *const skillNames[SKILL_NUM_TYPES + 1] = {
1680 for (skill = ABILITY_NUM_TYPES; skill < SKILL_NUM_TYPES; skill++) in Com_ParseFire()
1685 if (skill >= SKILL_NUM_TYPES) in Com_ParseFire()
2950 for (i = 0; i < SKILL_NUM_TYPES + 1; i++) in Com_ParseCharacterTemplate()
2960 if (i >= SKILL_NUM_TYPES + 1) { in Com_ParseCharacterTemplate()