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

/dports/games/egl/egl-0.3.1_9/cgame/
H A Dcg_main.c31 cVar_t *cg_brassTime; variable
167 if (cg_brassTime->modified) { in CG_UpdateCvars()
168 cg_brassTime->modified = qFalse; in CG_UpdateCvars()
169 if (cg_brassTime->floatVal < 0) in CG_UpdateCvars()
170 cgi.Cvar_VariableSetValue (cg_brassTime, 0, qTrue); in CG_UpdateCvars()
319 cg_brassTime = cgi.Cvar_Register ("cg_brassTime", "10", CVAR_ARCHIVE); in CG_RegisterMain()
H A Dcg_local.h355 extern cVar_t *cg_brassTime;
H A Dcg_localents.c125 if (cg.realTime >= le->time+(cg_brassTime->floatVal*1000)) { in LE_BrassThink()
/dports/games/ioquake3-server/ioquake3-1.36/code/cgame/
H A Dcg_weapons.c39 if ( cg_brassTime.integer <= 0 ) { in CG_MachineGunEjectBrass()
52 le->endTime = le->startTime + cg_brassTime.integer + ( cg_brassTime.integer / 4 ) * random(); in CG_MachineGunEjectBrass()
111 if ( cg_brassTime.integer <= 0 ) { in CG_ShotgunEjectBrass()
131 le->endTime = le->startTime + cg_brassTime.integer*3 + cg_brassTime.integer * random(); in CG_ShotgunEjectBrass()
1739 if ( weap->ejectBrassFunc && cg_brassTime.integer > 0 ) { in CG_FireWeapon()
H A Dcg_main.c127 vmCvar_t cg_brassTime; variable
231 { &cg_brassTime, "cg_brassTime", "2500", CVAR_ARCHIVE },
H A Dcg_local.h1119 extern vmCvar_t cg_brassTime;
/dports/games/ioquake3/ioquake3-1.36/code/cgame/
H A Dcg_weapons.c39 if ( cg_brassTime.integer <= 0 ) { in CG_MachineGunEjectBrass()
52 le->endTime = le->startTime + cg_brassTime.integer + ( cg_brassTime.integer / 4 ) * random(); in CG_MachineGunEjectBrass()
111 if ( cg_brassTime.integer <= 0 ) { in CG_ShotgunEjectBrass()
131 le->endTime = le->startTime + cg_brassTime.integer*3 + cg_brassTime.integer * random(); in CG_ShotgunEjectBrass()
1739 if ( weap->ejectBrassFunc && cg_brassTime.integer > 0 ) { in CG_FireWeapon()
H A Dcg_main.c127 vmCvar_t cg_brassTime; variable
231 { &cg_brassTime, "cg_brassTime", "2500", CVAR_ARCHIVE },
H A Dcg_local.h1119 extern vmCvar_t cg_brassTime;
/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/cgame/
H A Dcg_weapons.c39 if ( cg_brassTime.integer <= 0 ) { in CG_MachineGunEjectBrass()
52 le->endTime = le->startTime + cg_brassTime.integer + ( cg_brassTime.integer / 4 ) * random(); in CG_MachineGunEjectBrass()
111 if ( cg_brassTime.integer <= 0 ) { in CG_ShotgunEjectBrass()
131 le->endTime = le->startTime + cg_brassTime.integer*3 + cg_brassTime.integer * random(); in CG_ShotgunEjectBrass()
1739 if ( weap->ejectBrassFunc && cg_brassTime.integer > 0 ) { in CG_FireWeapon()
H A Dcg_main.c127 vmCvar_t cg_brassTime; variable
231 { &cg_brassTime, "cg_brassTime", "2500", CVAR_ARCHIVE },
H A Dcg_local.h1119 extern vmCvar_t cg_brassTime;
/dports/games/evq3/evq3/code/cgame/
H A Dcg_weapons.c39 if ( cg_brassTime.integer <= 0 ) { in CG_MachineGunEjectBrass()
52 le->endTime = le->startTime + cg_brassTime.integer + ( cg_brassTime.integer / 4 ) * random(); in CG_MachineGunEjectBrass()
111 if ( cg_brassTime.integer <= 0 ) { in CG_ShotgunEjectBrass()
131 le->endTime = le->startTime + cg_brassTime.integer*3 + cg_brassTime.integer * random(); in CG_ShotgunEjectBrass()
1739 if ( weap->ejectBrassFunc && cg_brassTime.integer > 0 ) { in CG_FireWeapon()
H A Dcg_main.c127 vmCvar_t cg_brassTime; variable
231 { &cg_brassTime, "cg_brassTime", "2500", CVAR_ARCHIVE },
H A Dcg_local.h1119 extern vmCvar_t cg_brassTime;
/dports/games/iortcw/iortcw-1.51c/SP/code/cgame/
H A Dcg_weapons.c97 if ( cg_brassTime.integer <= 0 ) { in CG_MachineGunEjectBrassNew()
110 le->endTime = le->startTime + cg_brassTime.integer + ( cg_brassTime.integer / 4 ) * random(); in CG_MachineGunEjectBrassNew()
178 if ( cg_brassTime.integer <= 0 ) { in CG_MachineGunEjectBrass()
197 le->endTime = le->startTime + cg_brassTime.integer + ( cg_brassTime.integer / 4 ) * random(); in CG_MachineGunEjectBrass()
299 le->endTime = le->startTime + ( cg_brassTime.integer * 8 ) + ( cg_brassTime.integer * random() ); in CG_PanzerFaustEjectBrass()
4684 if ( cg_brassTime.integer > 0 ) { in CG_FireWeapon()
4788 if ( weap->ejectBrassFunc && cg_brassTime.integer > 0 ) { in CG_FireWeapon()
H A Dcg_main.c149 vmCvar_t cg_brassTime; variable
340 { &cg_brassTime, "cg_brassTime", "1250", CVAR_ARCHIVE },
H A Dcg_local.h1659 extern vmCvar_t cg_brassTime;
/dports/games/iortcw/iortcw-1.51c/MP/code/cgame/
H A Dcg_weapons.c92 if ( cg_brassTime.integer <= 0 ) { in CG_MachineGunEjectBrassNew()
105 le->endTime = le->startTime + cg_brassTime.integer + ( cg_brassTime.integer / 4 ) * random(); in CG_MachineGunEjectBrassNew()
173 if ( cg_brassTime.integer <= 0 ) { in CG_MachineGunEjectBrass()
189 le->endTime = le->startTime + cg_brassTime.integer + ( cg_brassTime.integer / 4 ) * random(); in CG_MachineGunEjectBrass()
322 le->endTime = le->startTime + ( cg_brassTime.integer * 8 ) + ( cg_brassTime.integer * random() ); in CG_PanzerFaustEjectBrass()
4494 if ( cg_brassTime.integer > 0 ) { in CG_FireWeapon()
4607 if ( weap->ejectBrassFunc && cg_brassTime.integer > 0 ) { in CG_FireWeapon()
H A Dcg_main.c150 vmCvar_t cg_brassTime; variable
341 { &cg_brassTime, "cg_brassTime", "2500", CVAR_ARCHIVE }, // JPW NERVE
H A Dcg_local.h1645 extern vmCvar_t cg_brassTime;
/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/cgame/
H A Dcg_main.c147 vmCvar_t cg_brassTime; variable
275 { &cg_brassTime, "cg_brassTime", "2500", CVAR_ARCHIVE },
H A Dcg_local.h1413 extern vmCvar_t cg_brassTime;