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Searched refs:UseAmmo (Results 1 – 23 of 23) sorted by relevance

/dports/games/NBlood/NBlood-a1689a4/source/blood/src/
H A Dweapon.cpp1032 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 …]
H A Dplayer.h303 int UseAmmo(PLAYER *pPlayer, int nAmmoType, int nDec);
H A Dplayer.cpp2156 int UseAmmo(PLAYER *pPlayer, int nAmmoType, int nDec) in UseAmmo() function
2170 if (UseAmmo(pPlayer, 9, 0) < 8) in sub_41250()
/dports/games/cdogs-sdl/cdogs-sdl-1.0.1/src/cdogs/
H A Dhandle_game_events.c305 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()
H A Dgame_events.c165 actorUID = e.u.UseAmmo.UID; in GameEventsEnqueue()
247 e.u.UseAmmo.has_Ammo = true; in GameEventNew()
H A Dgame_events.h167 NActorUseAmmo UseAmmo; member
H A Dnet_client.c412 case GAME_EVENT_ACTOR_USE_AMMO: actorUID = e.u.UseAmmo.UID; break; in OnReceive()
H A Dactors.c842 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()
/dports/games/vavoom/vavoom-1.33/progs/common/linespec/
H A DActor.Spawn.vc213 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);
H A DInventory.vc1181 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 …]
H A DActor.GenericAttacks.vc680 optional float XYVel, optional float ZVel, optional bool UseAmmo)
684 UseAmmo = true;
697 if (UseAmmo && !Wpn.DepleteAmmo(Wpn.FireMode))
/dports/devel/kf5-ktexteditor/ktexteditor-5.89.0/autotests/src/
H A Dtest.uc165 Ammo[1].UseAmmo(Drain/2);
199 Ammo[0].UseAmmo(AmmoDrain);
/dports/textproc/p5-Syntax-Highlight-Engine-Kate/Syntax-Highlight-Engine-Kate-0.14/samples/
H A Dhighlight.uc165 Ammo[1].UseAmmo(Drain/2);
199 Ammo[0].UseAmmo(AmmoDrain);
/dports/games/warmux/warmux-11.04/src/weapon/
H A Djetpack.cpp184 UseAmmo(); in StartShooting()
H A Dparachute.cpp122 UseAmmo(); in Refresh()
H A Dweapon.cpp260 UseAmmo(); in Shoot()
436 void Weapon::UseAmmo() const in UseAmmo() function in Weapon
H A Dweapon.h200 void UseAmmo() const;
/dports/games/dhewm3/dhewm3-1.5.1/neo/d3xp/
H A DWeapon.cpp1147 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 );
H A DPlayer.h216 bool UseAmmo( ammo_t type, int amount );
H A DPlayer.cpp1092 bool idInventory::UseAmmo( ammo_t type, int amount ) { in UseAmmo() function in idInventory
/dports/games/dhewm3/dhewm3-1.5.1/neo/game/
H A DPlayer.h187 bool UseAmmo( ammo_t type, int amount );
H A DWeapon.cpp2481 owner->inventory.UseAmmo( ammoType, ( powerAmmo ) ? amount : ( amount * ammoRequired ) ); in Event_UseAmmo()
2852 owner->inventory.UseAmmo( ammoType, ( powerAmmo ) ? dmgPower : ammoRequired ); in Event_LaunchProjectiles()
H A DPlayer.cpp917 bool idInventory::UseAmmo( ammo_t type, int amount ) { in UseAmmo() function in idInventory