Searched refs:WEAPON_RELOADING (Results 1 – 16 of 16) sorted by relevance
3833 if ( cg.snap->ps.weaponstate == WEAPON_RELOADING ) { in CG_AltWeapon_f()4093 if ( cg.snap->ps.weaponstate == WEAPON_RELOADING ) { in CG_LastWeaponUsed_f()4207 if ( cg.snap->ps.weaponstate == WEAPON_RELOADING ) { in CG_NextWeapon_f()4247 if ( cg.snap->ps.weaponstate == WEAPON_RELOADING ) { in CG_PrevWeapon_f()4281 if ( cg.snap->ps.weaponstate == WEAPON_RELOADING ) { in CG_WeaponBank_f()4362 if ( cg.snap->ps.weaponstate == WEAPON_RELOADING ) { in CG_Weapon_f()
462 if ( cg_autoswitch.integer && cg.predictedPlayerState.weaponstate != WEAPON_RELOADING ) { in CG_ItemPickup()
592 if ( ps->weaponstate == WEAPON_RELOADING && type != 0 ) { in CG_DrawPlayerAmmoValue()
3573 if ( cg.snap->ps.weaponstate == WEAPON_RELOADING ) { in CG_AltWeapon_f()3837 if ( cg.snap->ps.weaponstate == WEAPON_RELOADING ) { in CG_LastWeaponUsed_f()3951 if ( cg.snap->ps.weaponstate == WEAPON_RELOADING ) { in CG_NextWeapon_f()3991 if ( cg.snap->ps.weaponstate == WEAPON_RELOADING ) { in CG_PrevWeapon_f()4025 if ( cg.snap->ps.weaponstate == WEAPON_RELOADING ) { in CG_WeaponBank_f()4106 if ( cg.snap->ps.weaponstate == WEAPON_RELOADING ) { in CG_Weapon_f()
483 if ( cg_autoswitch.integer && cg.predictedPlayerState.weaponstate != WEAPON_RELOADING ) { in CG_ItemPickup()
130 WEAPON_RELOADING enumerator
2787 if( pm->ps->weaponstate == WEAPON_RELOADING ) in PM_Weapon()2813 pm->ps->weaponstate = WEAPON_RELOADING; in PM_Weapon()
1940 if( ent->client->ps.weaponstate != WEAPON_RELOADING ) in Cmd_Reload_f()
2038 pm->ps->weaponstate = WEAPON_RELOADING; in PM_BeginWeaponReload()2315 case WEAPON_RELOADING: in PM_CheckForReload()2805 case WEAPON_RELOADING:3018 if ( pm->ps->weaponstate == WEAPON_RELOADING ) {
255 WEAPON_RELOADING //----(SA) added enumerator
1276 if ( ent->client->ps.weaponstate == WEAPON_RELOADING ) { in G_canPickupMelee()
4880 …if ( ( cs->bs->cur_ps.weaponstate != WEAPON_RELOADING ) && ( cs->bs->cur_ps.ammoclip[BG_FindClipFo… in AIFunc_Battle()
1844 pm->ps->weaponstate = WEAPON_RELOADING; in PM_BeginWeaponReload()2074 case WEAPON_RELOADING: in PM_CheckForReload()2467 case WEAPON_RELOADING: in PM_Weapon()2630 if ( pm->ps->weaponstate == WEAPON_RELOADING ) { in PM_Weapon()
252 WEAPON_RELOADING //----(SA) added enumerator
1753 if ( ent->client->ps.weaponstate == WEAPON_RELOADING ) { in G_canPickupMelee()
773 if( ps->weaponstate == WEAPON_RELOADING ) in CG_DrawPlayerClipsRing()