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Searched refs:TE_GUNSHOT (Results 1 – 25 of 154) sorted by relevance

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/dports/games/quakeforge/quakeforge-0.7.2/ruamoko/game/
H A Dtempent.h6 #define TE_GUNSHOT 2 macro
H A DAxe.r46 (float) SVC_TEMPENTITY, (float) TE_GUNSHOT, 3.0);
/dports/games/nehquake/NehQuake-bjp-bin-src.linux/src/
H A Dprotocol.h149 #define TE_GUNSHOT 2 macro
H A Dcl_tent.c187 case TE_GUNSHOT: // bullet hitting wall in CL_ParseTEnt()
/dports/games/tenebrae/tenebrae_0/
H A Dprotocol.h160 #define TE_GUNSHOT 2 macro
H A Dcl_tent.c196 case TE_GUNSHOT: // bullet hitting wall in CL_ParseTEnt()
202 R_ParticleGunHits(pos, TE_GUNSHOT); in CL_ParseTEnt()
/dports/games/libretro-tyrquake/tyrquake-e76477d/QW/client/
H A Dprotocol.h228 #define TE_GUNSHOT 2 macro
H A Dcl_tent.c293 case TE_GUNSHOT: // bullet hitting wall in CL_ParseTEnt()
/dports/games/quakeforge/quakeforge-0.7.2/nq/include/
H A Dprotocol.h207 #define TE_GUNSHOT 2 macro
/dports/games/libretro-tyrquake/tyrquake-e76477d/common/
H A Dprotocol.h263 #define TE_GUNSHOT 2 macro
H A Dcl_tent.c198 case TE_GUNSHOT: // bullet hitting wall in CL_ParseTEnt()
/dports/games/quakeforge/quakeforge-0.7.2/include/qw/
H A Dprotocol.h278 #define TE_GUNSHOT 2 macro
/dports/games/quetoo/quetoo-0.6.1/src/
H A Dcl_tent.c281 case TE_GUNSHOT: // bullet hitting wall in CL_ParseTEnt()
286 if(type == TE_GUNSHOT) in CL_ParseTEnt()
/dports/games/alienarena/alienarena-7.66/source/client/
H A Dcl_tent.c311 case TE_GUNSHOT: in CL_ParseTEnt()
317 if (type == TE_GUNSHOT) { in CL_ParseTEnt()
/dports/games/alienarena-data/alienarena-7.66/source/client/
H A Dcl_tent.c311 case TE_GUNSHOT: in CL_ParseTEnt()
317 if (type == TE_GUNSHOT) { in CL_ParseTEnt()
/dports/games/uhexen2/hexen2source-1.5.9/engine/hexen2/
H A Dcl_tent.c38 #define TE_GUNSHOT 2 macro
214 case TE_GUNSHOT: // bullet hitting wall in CL_ParseTEnt()
/dports/games/vkquake/vkQuake-1.12.2/Quake/
H A Dprotocol.h321 #define TE_GUNSHOT 2 macro
/dports/games/alienarena/alienarena-7.66/source/game/
H A Dg_combat.c426 SpawnDamage (TE_GUNSHOT, point, normal, take); in T_Damage()
435 SpawnDamage (TE_GUNSHOT, point, normal, take); in T_Damage()
/dports/games/alienarena-data/alienarena-7.66/source/game/
H A Dg_combat.c426 SpawnDamage (TE_GUNSHOT, point, normal, take); in T_Damage()
435 SpawnDamage (TE_GUNSHOT, point, normal, take); in T_Damage()
/dports/games/uhexen2/hexen2source-1.5.9/engine/hexenworld/shared/
H A Dprotocol.h334 #define TE_GUNSHOT 2 macro
/dports/games/qwdtools/mvdsv-0.34/src/
H A Dprotocol.h450 #define TE_GUNSHOT 2 macro
/dports/games/mvdsv/mvdsv-0.34/src/
H A Dprotocol.h450 #define TE_GUNSHOT 2 macro
/dports/games/xonotic/Xonotic/source/qcsrc/client/
H A Dcsqc_constants.qh80 const int TE_GUNSHOT = 2;
/dports/games/quake2-matrix/matrix/MatrixFixSource/
H A Dg_weapon.c284 fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod); in fire_bullet()
286 fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod); in fire_bullet()
289 fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod); in fire_bullet()
/dports/games/q2p/Q2P-0.2-2006-12-31/client/
H A Dcl_tent.c936 case TE_GUNSHOT: // bullet hitting wall in CL_ParseTEnt()
942 if (type == TE_GUNSHOT) in CL_ParseTEnt()
952 CL_ParticleEffectSparks(pos, dir, color, (type == TE_GUNSHOT) ? 5 : 10); in CL_ParseTEnt()
978 if (type == TE_GUNSHOT) in CL_ParseTEnt()
1013 if (type == TE_GUNSHOT) { in CL_ParseTEnt()
1051 CL_ParticleEffectSparks (pos, sparkdir, color, (type == TE_GUNSHOT)? 5 : 10); in CL_ParseTEnt()

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