Searched refs:SelectedWeaponSlot (Results 1 – 16 of 16) sorted by relevance
245 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in ShowRecoilMaxXTilt()259 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in ShowRecoilMaxYTilt()273 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in ShowRecoilMaxZ()287 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in ShowRecoilMaxRandomZ()301 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in SetRecoilMaxXTilt()317 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in SetRecoilMaxYTilt()333 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in SetRecoilMaxZ()349 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in SetRecoilMaxRandomZ()
966 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in DisplayMarinesAmmo()1052 GLOBALASSERT(playerStatusPtr->SelectedWeaponSlot<MAX_NO_OF_WEAPON_SLOTS); in HandleMarineWeapon()1055 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in HandleMarineWeapon()1212 GLOBALASSERT(playerStatusPtr->SelectedWeaponSlot<MAX_NO_OF_WEAPON_SLOTS); in UpdatePredatorStatusValues()1215 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in UpdatePredatorStatusValues()1342 …PLAYER_WEAPON_DATA *weaponPtr = &(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot]… in DisplayPredatorHealthAndEnergy()1579 GLOBALASSERT(playerStatusPtr->SelectedWeaponSlot<MAX_NO_OF_WEAPON_SLOTS); in HandlePredatorWeapon()1582 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in HandlePredatorWeapon()1638 …PLAYER_WEAPON_DATA *weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]… in DrawPredatorSights()1844 GLOBALASSERT(playerStatusPtr->SelectedWeaponSlot<MAX_NO_OF_WEAPON_SLOTS); in HandleAlienWeapon()[all …]
276 …PLAYER_WEAPON_DATA *weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]… in GunX()284 …PLAYER_WEAPON_DATA *weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]… in GunY()292 …PLAYER_WEAPON_DATA *weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]… in GunZ()
523 …LAYER_WEAPON_DATA *weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in MaintainPlayer()532 …LAYER_WEAPON_DATA *weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in MaintainPlayer()1412 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in DoPlayerCloakingSystem()1578 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in DoPlayerCloakingSystem()1582 …if(((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_FI… in DoPlayerCloakingSystem()1583 …((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_FIRIN… in DoPlayerCloakingSystem()1651 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in AlienPCIsCurrentlyVisible()1878 enum WEAPON_SLOT SelectedWeaponSlot; member1959 COPYELEMENT_SAVE(SelectedWeaponSlot) in SaveStrategy_Player()2060 COPYELEMENT_LOAD(SelectedWeaponSlot) in LoadStrategy_Player()
673 CurrentGameStats_UsingWeapon(playerStatusPtr->SelectedWeaponSlot); in UpdateWeaponStateMachine()1583 enum WEAPON_SLOT newSlot = playerStatusPtr->SelectedWeaponSlot; in RequestChangeOfWeapon()1605 if (playerStatusPtr->SelectedWeaponSlot!=newSlot) { in RequestChangeOfWeapon()1648 if(newSlot != playerStatusPtr->SelectedWeaponSlot) in RequestChangeOfWeapon()1657 enum WEAPON_SLOT newSlot = playerStatusPtr->SelectedWeaponSlot; in RequestChangeOfWeapon()1678 if (playerStatusPtr->SelectedWeaponSlot!=newSlot) { in RequestChangeOfWeapon()1721 if(newSlot != playerStatusPtr->SelectedWeaponSlot) in RequestChangeOfWeapon()1735 if( (requestedSlot != playerStatusPtr->SelectedWeaponSlot) in RequestChangeOfWeapon()1814 currentSlot = playerStatusPtr->SelectedWeaponSlot; in RequestChangeOfWeaponWhilstSwapping()1845 if (playerStatusPtr->SelectedWeaponSlot!=newSlot) { in RequestChangeOfWeaponWhilstSwapping()[all …]
197 enum WEAPON_SLOT SelectedWeaponSlot; member
156 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in DoPlayerSounds()
792 …PLAYER_WEAPON_DATA *weaponPtr = &(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot]… in SmartTarget_TargetFilter()
283 playerStatusPtr->SelectedWeaponSlot = WEAPON_SLOT_1; in InitialisePlayersInventory()
2881 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in TargetIsFiringFlamethrowerAtAlien()
4790 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in TargetIsFiringFlamethrowerAtQueen()
2174 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in AddNetMsg_PlayerState()2380 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in AddNetMsg_PlayerState()2572 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in AddNetMsg_PlayerState_Minimal()2720 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in MyPlayerHasAMuzzleFlash()8412 if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_CUDGEL) in GetMyMarineSequence()8467 …if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_TWO_PI… in GetMyMarineSequence()8478 …if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_TWO_PI… in GetMyMarineSequence()8490 …if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_TWO_PI… in GetMyMarineSequence()8550 switch(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState) { in GetMyAlienSequence()8806 …else if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_PR… in GetMyPredatorSequence()[all …]
567 …LAYER_WEAPON_DATA *weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in WinMain()
887 …PLAYER_WEAPON_DATA *weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]… in DrawPredatorEnergyBar()
1112 if (playerStatusPtr->PreviouslySelectedWeaponSlot!=playerStatusPtr->SelectedWeaponSlot) in ReadPlayerGameInput()
4784 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in MakeNewCorpse()