/dports/games/NBlood/NBlood-a1689a4/source/blood/src/ |
H A D | weapon.cpp | 1032 UseAmmo(pPlayer, 6, 4); in FireSpray() 1091 UseAmmo(pPlayer, 5, 1); in ThrowBundle() 1100 UseAmmo(pPlayer, 5, 1); in DropBundle() 1108 UseAmmo(pPlayer, 5, 1); in ExplodeBundle() 1120 UseAmmo(pPlayer, 10, 1); in ThrowProx() 1128 UseAmmo(pPlayer, 10, 1); in DropProx() 1139 UseAmmo(pPlayer, 11, 1); in ThrowRemote() 1358 UseAmmo(pPlayer, 1, 1); in FireFlare() 1378 UseAmmo(pPlayer, 1, 8); in AltFireFlare() 1609 UseAmmo(pPlayer, 4, 1); in FireNapalm() [all …]
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H A D | player.h | 303 int UseAmmo(PLAYER *pPlayer, int nAmmoType, int nDec);
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H A D | player.cpp | 2156 int UseAmmo(PLAYER *pPlayer, int nAmmoType, int nDec) in UseAmmo() function 2170 if (UseAmmo(pPlayer, 9, 0) < 8) in sub_41250()
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/dports/games/cdogs-sdl/cdogs-sdl-1.0.1/src/cdogs/ |
H A D | handle_game_events.c | 305 TActor *a = ActorGetByUID(e.u.UseAmmo.UID); in HandleGameEvent() 309 *(int *)CArrayGet(&a->ammo, e.u.UseAmmo.Ammo.Id); in HandleGameEvent() 310 const Ammo *ammo = AmmoGetById(&gAmmo, e.u.UseAmmo.Ammo.Id); in HandleGameEvent() 312 ActorAddAmmo(a, e.u.UseAmmo.Ammo.Id, -(int)e.u.UseAmmo.Ammo.Amount); in HandleGameEvent() 313 const PlayerData *p = PlayerDataGetByUID(e.u.UseAmmo.PlayerUID); in HandleGameEvent() 318 *(int *)CArrayGet(&a->ammo, e.u.UseAmmo.Ammo.Id); in HandleGameEvent()
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H A D | game_events.c | 165 actorUID = e.u.UseAmmo.UID; in GameEventsEnqueue() 247 e.u.UseAmmo.has_Ammo = true; in GameEventNew()
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H A D | game_events.h | 167 NActorUseAmmo UseAmmo; member
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H A D | net_client.c | 412 case GAME_EVENT_ACTOR_USE_AMMO: actorUID = e.u.UseAmmo.UID; break; in OnReceive()
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H A D | actors.c | 842 e.u.UseAmmo.UID = a->uid; in FireWeapon() 843 e.u.UseAmmo.PlayerUID = a->PlayerUID; in FireWeapon() 844 e.u.UseAmmo.Ammo.Id = ammoId; in FireWeapon() 845 e.u.UseAmmo.Ammo.Amount = 1; in FireWeapon()
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/dports/games/vavoom/vavoom-1.33/progs/common/linespec/ |
H A D | Actor.Spawn.vc | 213 optional float ZHeight, optional bool UseAmmo, optional bool TransTransl) 217 UseAmmo = true; 250 if (UseAmmo && !Wpn.DepleteAmmo(Wpn.FireMode)) 258 InitSpawnedItem(A, TransTransl, UseAmmo, false, false, false, false);
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H A D | Inventory.vc | 1181 bool UseAmmo = false; 1190 UseAmmo = true; 1204 if ((specified_Flags && (Flags & 1) || UseAmmo) && AimTarget && Wpn) 1263 bool UseAmmo = false; 1282 UseAmmo = true; 1284 if (((specified_Flags && (Flags & 1)) || UseAmmo) && Wpn) 1349 optional bool UseAmmo, optional int SpawnXY, optional float SpawnZ, 1359 UseAmmo = true; 1363 if (UseAmmo && Wpn) 1421 UseAmmo = true; [all …]
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H A D | Actor.GenericAttacks.vc | 680 optional float XYVel, optional float ZVel, optional bool UseAmmo) 684 UseAmmo = true; 697 if (UseAmmo && !Wpn.DepleteAmmo(Wpn.FireMode))
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/dports/devel/kf5-ktexteditor/ktexteditor-5.89.0/autotests/src/ |
H A D | test.uc | 165 Ammo[1].UseAmmo(Drain/2); 199 Ammo[0].UseAmmo(AmmoDrain);
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/dports/textproc/p5-Syntax-Highlight-Engine-Kate/Syntax-Highlight-Engine-Kate-0.14/samples/ |
H A D | highlight.uc | 165 Ammo[1].UseAmmo(Drain/2); 199 Ammo[0].UseAmmo(AmmoDrain);
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/dports/games/warmux/warmux-11.04/src/weapon/ |
H A D | jetpack.cpp | 184 UseAmmo(); in StartShooting()
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H A D | parachute.cpp | 122 UseAmmo(); in Refresh()
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H A D | weapon.cpp | 260 UseAmmo(); in Shoot() 436 void Weapon::UseAmmo() const in UseAmmo() function in Weapon
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H A D | weapon.h | 200 void UseAmmo() const;
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/dports/games/dhewm3/dhewm3-1.5.1/neo/d3xp/ |
H A D | Weapon.cpp | 1147 owner->inventory.UseAmmo(ammoType, ammoClip); in GetWeaponDef() 2902 owner->inventory.UseAmmo( ammoType, ( powerAmmo ) ? amount : ( amount * ammoRequired ) ); 2945 owner->inventory.UseAmmo(ammoType, usedAmmo); 3341 owner->inventory.UseAmmo( ammoType, ( powerAmmo ) ? dmgPower : ammoRequired ); 3524 owner->inventory.UseAmmo( ammoType, ammoRequired ); 3644 owner->inventory.UseAmmo( ammoType, ammoRequired );
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H A D | Player.h | 216 bool UseAmmo( ammo_t type, int amount );
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H A D | Player.cpp | 1092 bool idInventory::UseAmmo( ammo_t type, int amount ) { in UseAmmo() function in idInventory
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/dports/games/dhewm3/dhewm3-1.5.1/neo/game/ |
H A D | Player.h | 187 bool UseAmmo( ammo_t type, int amount );
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H A D | Weapon.cpp | 2481 owner->inventory.UseAmmo( ammoType, ( powerAmmo ) ? amount : ( amount * ammoRequired ) ); in Event_UseAmmo() 2852 owner->inventory.UseAmmo( ammoType, ( powerAmmo ) ? dmgPower : ammoRequired ); in Event_LaunchProjectiles()
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H A D | Player.cpp | 917 bool idInventory::UseAmmo( ammo_t type, int amount ) { in UseAmmo() function in idInventory
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