Searched refs:WEAPON_ATTACK (Results 1 – 13 of 13) sorted by relevance
400 WEAPON_ATTACK.LinkTo( scriptObject, "WEAPON_ATTACK" ); in Restore()555 WEAPON_ATTACK.Unlink(); in Clear()999 WEAPON_ATTACK.LinkTo( scriptObject, "WEAPON_ATTACK" ); in GetWeaponDef()1415 if ( !WEAPON_ATTACK ) { in BeginAttack()1420 WEAPON_ATTACK = true; in BeginAttack()1429 if ( !WEAPON_ATTACK.IsLinked() ) { in EndAttack()1432 if ( WEAPON_ATTACK ) { in EndAttack()1433 WEAPON_ATTACK = false; in EndAttack()2024 WEAPON_ATTACK = false; in EnterCinematic()
163 idScriptBool WEAPON_ATTACK;
464 WEAPON_ATTACK.LinkTo( scriptObject, "WEAPON_ATTACK" ); in Restore()692 WEAPON_ATTACK.Unlink(); in Clear()1176 WEAPON_ATTACK.LinkTo( scriptObject, "WEAPON_ATTACK" ); in GetWeaponDef()1697 if ( !WEAPON_ATTACK ) { in BeginAttack()1702 WEAPON_ATTACK = true; in BeginAttack()1711 if ( !WEAPON_ATTACK.IsLinked() ) { in EndAttack()1714 if ( WEAPON_ATTACK ) { in EndAttack()1715 WEAPON_ATTACK = false; in EndAttack()2366 WEAPON_ATTACK = false;
201 idScriptBool WEAPON_ATTACK;
183 case WEAPON_ATTACK: in hiteffect()
1790 if(Type != WEAPON_ATTACK && RAND() & 1) in SpecialBodyDefenceEffect()
811 case WEAPON_ATTACK: in TakeHit()838 case WEAPON_ATTACK: in TakeHit()6365 case WEAPON_ATTACK: in CheckForBlockWithArm()8158 case WEAPON_ATTACK: in WeaponSkillHit()
2452 … AttackIsBlockable(GetRightWielded() ? WEAPON_ATTACK : UNARMED_ATTACK), in GetTimeToKill()2464 … AttackIsBlockable(GetLeftWielded() ? WEAPON_ATTACK : UNARMED_ATTACK), in GetTimeToKill()
923 … GetToHitValue(), RAND() % 26 - RAND() % 26, Wielded ? WEAPON_ATTACK : UNARMED_ATTACK, in Hit()
3668 pHitEff->Type = (rpd.itTool || rpd.itTool2) ? WEAPON_ATTACK : UNARMED_ATTACK; in CraftWorkTurn()
448 #define WEAPON_ATTACK 1 macro
9467 #ifdef WEAPON_ATTACK // DO NOT MODIFY! in Validate()9469 bsB = WEAPON_ATTACK; in Validate()9471 … value 1 from .dat file mismatches hardcoded c++ define value of " << WEAPON_ATTACK << "!" << std:… in Validate()
710 #define WEAPON_ATTACK 1