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Searched refs:SelectedWeaponSlot (Results 1 – 16 of 16) sorted by relevance

/dports/games/avp/avp-20170505/src/avp/
H A Dcconvars.cpp245 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()
H A Dhud.c966 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 …]
H A Dgamecmds.cpp276 …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()
H A Dplayer.c523 …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; member
1959 COPYELEMENT_SAVE(SelectedWeaponSlot) in SaveStrategy_Player()
2060 COPYELEMENT_LOAD(SelectedWeaponSlot) in LoadStrategy_Player()
H A Dweapons.c673 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()
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H A Dbh_types.h197 enum WEAPON_SLOT SelectedWeaponSlot; member
H A Dpsndproj.c156 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in DoPlayerSounds()
H A Dtargeting.c792 …PLAYER_WEAPON_DATA *weaponPtr = &(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot]… in SmartTarget_TargetFilter()
H A Dinventry.c283 playerStatusPtr->SelectedWeaponSlot = WEAPON_SLOT_1; in InitialisePlayersInventory()
H A Dbh_near.c2881 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in TargetIsFiringFlamethrowerAtAlien()
H A Dbh_queen.c4790 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in TargetIsFiringFlamethrowerAtQueen()
/dports/games/avp/avp-20170505/src/avp/win95/
H A Dpldnet.c2174 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()
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H A Dwinmain.c567 …LAYER_WEAPON_DATA *weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in WinMain()
H A Dd3d_hud.cpp887 …PLAYER_WEAPON_DATA *weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]… in DrawPredatorEnergyBar()
H A Dusr_io.c1112 if (playerStatusPtr->PreviouslySelectedWeaponSlot!=playerStatusPtr->SelectedWeaponSlot) in ReadPlayerGameInput()
H A Dpldghost.c4784 weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]); in MakeNewCorpse()