Searched refs:arrowQuiverType (Results 1 – 5 of 5) sorted by relevance
88 if ( my->arrowQuiverType == QUIVER_FIRE || my->sprite == PROJECTILE_FIRE_SPRITE ) in actArrow()145 else if ( my->arrowQuiverType == QUIVER_KNOCKBACK || my->sprite == PROJECTILE_HEAVY_SPRITE ) in actArrow()156 else if ( my->arrowQuiverType == QUIVER_SILVER || my->sprite == PROJECTILE_SILVER_SPRITE ) in actArrow()167 else if ( my->arrowQuiverType == QUIVER_CRYSTAL || my->sprite == PROJECTILE_CRYSTAL_SPRITE ) in actArrow()178 else if ( my->arrowQuiverType == QUIVER_PIERCE || my->sprite == PROJECTILE_PIERCE_SPRITE ) in actArrow()406 if ( my->arrowQuiverType == QUIVER_SILVER ) in actArrow()431 else if ( my->arrowQuiverType == QUIVER_HUNTING ) in actArrow()463 if ( my->arrowQuiverType == QUIVER_PIERCE ) in actArrow()546 if ( my->arrowQuiverType == QUIVER_LIGHTWEIGHT in actArrow()710 else if ( my->arrowQuiverType == QUIVER_KNOCKBACK ) in actArrow()[all …]
249 entity->arrowQuiverType = ARROWTRAP_TYPE; in actArrowTrap()
244 arrowQuiverType(skill[8]), in Entity()
402 Sint32& arrowQuiverType; //skill[8] member in Entity
269 arrowQuiverType(skill[8]), in Entity()6436 … if ( entity->arrowQuiverType != 0 && myStats->shield && itemTypeIsQuiver(myStats->shield->type) ) in attack()16317 this->arrowQuiverType = 0; in setRangedProjectileAttack()16380 this->arrowQuiverType = optionalOverrideForArrowType; in setRangedProjectileAttack()16391 this->arrowQuiverType = myStats.shield->type; in setRangedProjectileAttack()16394 switch ( arrowQuiverType ) in setRangedProjectileAttack()