Searched refs:_fatalWounds (Results 1 – 2 of 2) sorted by relevance
102 _fatalWounds[i] = 0; in BattleUnit()164 _fatalWounds[i] = 0; in BattleUnit()207 _fatalWounds[i] = node["fatalWounds"][i].as<int>(_fatalWounds[i]); in load()993 if (_fatalWounds[bodypart]) in damage()1331 int wounds = _fatalWounds[BODYPART_HEAD]; in getAccuracyModifier()1337 wounds += _fatalWounds[BODYPART_RIGHTARM] + _fatalWounds[BODYPART_LEFTARM]; in getAccuracyModifier()1395 sum += _fatalWounds[i]; in getFatalWounds()1430 …TURecovery -= (TURecovery * (_fatalWounds[BODYPART_LEFTLEG]+_fatalWounds[BODYPART_RIGHTLEG] * 10))… in prepareNewTurn()2044 return _fatalWounds[part]; in getFatalWound()2057 if(!_fatalWounds[part]) in heal()[all …]
78 int _fatalWounds[6]; variable