/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/cgame/ |
H A D | cg_weapons.c | 59 upgradeInfo->upgradeIcon = cg_weapons[ WP_GRENADE ].weaponIcon; in CG_RegisterUpgrade() 599 weaponInfo = &cg_weapons[ weaponNum ]; in CG_RegisterWeapon() 641 memset( cg_weapons, 0, sizeof( cg_weapons ) ); in CG_InitWeapons() 809 weapon = &cg_weapons[ weaponNum ]; in CG_AddPlayerWeapon() 988 wi = &cg_weapons[ weapon ]; in CG_AddViewWeapon() 1236 CG_DrawPic( x, y, iconsize, iconsize, cg_weapons[ items[ item ] ].weaponIcon ); in CG_DrawItemSelect() 1271 if( cg_weapons[ cg.weaponSelect ].registered && in CG_DrawItemSelectText() 1274 if( ( name = cg_weapons[ cg.weaponSelect ].humanName ) ) in CG_DrawItemSelectText() 1455 wi = &cg_weapons[ weaponNum ]; in CG_FireWeapon() 1498 weaponInfo_t *weapon = &cg_weapons[ weaponNum ]; in CG_MissileHitWall() [all …]
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H A D | cg_main.c | 106 weaponInfo_t cg_weapons[ 32 ]; variable 799 memset( cg_weapons, 0, sizeof( cg_weapons ) ); in CG_RegisterGraphics() 1481 *handle = cg_weapons[ sp->weapon ].weaponIcon; in CG_FeederItemText()
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/dports/games/iortcw/iortcw-1.51c/SP/code/cgame/ |
H A D | cg_weapons.c | 1015 weaponInfo = &cg_weapons[weaponNum]; in CG_RegisterWeapon() 1988 if ( cg_weapons[WP_VENOM].spinupSound ) { in CG_VenomSpinAngle() 2471 weapon = &cg_weapons[WP_CLASS_SPECIAL]; in CG_AddPlayerWeapon() 2475 weapon = &cg_weapons[WP_MEDIC_HEAL]; in CG_AddPlayerWeapon() 2479 weapon = &cg_weapons[WP_GRENADE_SMOKE]; in CG_AddPlayerWeapon() 2483 weapon = &cg_weapons[weaponNum]; in CG_AddPlayerWeapon() 2488 weapon = &cg_weapons[weaponNum]; in CG_AddPlayerWeapon() 2985 weapon = &cg_weapons[ WP_MEDIC_HEAL ]; in CG_AddViewWeapon() 2993 weapon = &cg_weapons[ ps->weapon ]; in CG_AddViewWeapon() 2998 weapon = &cg_weapons[ ps->weapon ]; in CG_AddViewWeapon() [all …]
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H A D | cg_newdraw.c | 306 icon = cg_weapons[ realweap ].weaponIcon[1]; in CG_DrawPlayerWeaponIcon() 308 icon = cg_weapons[ realweap ].weaponIcon[0]; in CG_DrawPlayerWeaponIcon() 399 icon = cg_weapons[ cg.predictedPlayerState.weapon ].ammoIcon; in CG_DrawPlayerAmmoIcon() 404 if ( cent->currentState.weapon && cg_weapons[ cent->currentState.weapon ].ammoModel ) { in CG_DrawPlayerAmmoIcon() 410 …CG_Draw3DModel( rect->x, rect->y, rect->w, rect->h, cg_weapons[ cent->currentState.weapon ].ammoMo… in CG_DrawPlayerAmmoIcon() 860 if ( cg_weapons[ci->curWeapon].weaponIcon[1] ) { in CG_DrawSelectedPlayerWeapon() 861 …CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cg_weapons[ci->curWeapon].weaponIcon[1] ); // (SA… in CG_DrawSelectedPlayerWeapon() 1949 if ( cg_weapons[ci->curWeapon].weaponIcon ) { in CG_DrawNewTeamInfo() 1950 CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, cg_weapons[ci->curWeapon].weaponIcon ); in CG_DrawNewTeamInfo()
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/dports/games/openjk/OpenJK-07675e2/codeJK2/cgame/ |
H A D | cg_weapons.cpp | 54 weaponInfo = &cg_weapons[weaponNum]; in CG_RegisterWeapon() 960 weapon = &cg_weapons[ps->weapon]; in CG_AddViewWeapon() 1013 weapon = &cg_weapons[ps->weapon]; in CG_AddViewWeapon() 1558 weaponInfo = &cg_weapons[i]; in CG_DrawDataPadWeaponSelect() 1584 weaponInfo = &cg_weapons[cg.DataPadWeaponSelect]; in CG_DrawDataPadWeaponSelect() 1625 weaponInfo = &cg_weapons[i]; in CG_DrawDataPadWeaponSelect() 1924 weaponInfo = &cg_weapons[i]; in CG_DrawWeaponSelect() 1946 weaponInfo = &cg_weapons[cg.weaponSelect]; in CG_DrawWeaponSelect() 1987 weaponInfo = &cg_weapons[i]; in CG_DrawWeaponSelect() 2003 gitem_t *item = cg_weapons[ cg.weaponSelect ].item; in CG_DrawWeaponSelect()
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/dports/games/openjk/OpenJK-07675e2/code/cgame/ |
H A D | cg_weapons.cpp | 55 weaponInfo = &cg_weapons[weaponNum]; in CG_RegisterWeapon() 1049 weapon = &cg_weapons[ps->weapon]; in CG_AddViewWeapon() 1093 weapon = &cg_weapons[ps->weapon]; in CG_AddViewWeapon() 1561 weaponInfo = &cg_weapons[weaponSelectI]; in CG_DrawDataPadWeaponSelect() 1589 weaponInfo = &cg_weapons[cg.DataPadWeaponSelect]; in CG_DrawDataPadWeaponSelect() 1651 weaponInfo = &cg_weapons[weaponSelectI]; in CG_DrawDataPadWeaponSelect() 1922 weaponInfo = &cg_weapons[i]; in CG_DrawWeaponSelect() 1949 weaponInfo = &cg_weapons[cg.weaponSelect]; in CG_DrawWeaponSelect() 2023 weaponInfo = &cg_weapons[i]; in CG_DrawWeaponSelect() 2044 gitem_t *item = cg_weapons[ cg.weaponSelect ].item; in CG_DrawWeaponSelect()
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/dports/games/iortcw/iortcw-1.51c/MP/code/cgame/ |
H A D | cg_newdraw.c | 304 icon = cg_weapons[ realweap ].weaponIcon[1]; in CG_DrawPlayerWeaponIcon() 306 icon = cg_weapons[ realweap ].weaponIcon[0]; in CG_DrawPlayerWeaponIcon() 398 icon = cg_weapons[ cg.predictedPlayerState.weapon ].ammoIcon; in CG_DrawPlayerAmmoIcon() 403 if ( cent->currentState.weapon && cg_weapons[ cent->currentState.weapon ].ammoModel ) { in CG_DrawPlayerAmmoIcon() 409 …CG_Draw3DModel( rect->x, rect->y, rect->w, rect->h, cg_weapons[ cent->currentState.weapon ].ammoMo… in CG_DrawPlayerAmmoIcon() 940 if ( cg_weapons[ci->curWeapon].weaponIcon[1] ) { in CG_DrawSelectedPlayerWeapon() 941 …CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cg_weapons[ci->curWeapon].weaponIcon[1] ); // (SA… in CG_DrawSelectedPlayerWeapon() 2009 if ( cg_weapons[ci->curWeapon].weaponIcon ) { in CG_DrawNewTeamInfo() 2010 CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, cg_weapons[ci->curWeapon].weaponIcon ); in CG_DrawNewTeamInfo()
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H A D | cg_weapons.c | 1072 weaponInfo = &cg_weapons[weaponNum]; in CG_RegisterWeapon() 1997 if ( cg_weapons[WP_VENOM].spinupSound ) { in CG_VenomSpinAngle() 2001 if ( cg_weapons[WP_VENOM].spindownSound ) { in CG_VenomSpinAngle() 2351 weapon = &cg_weapons[weaponNum]; in CG_AddPlayerWeapon() 2837 weapon = &cg_weapons[ ps->weapon ]; in CG_AddViewWeapon() 3012 CG_DrawPic( x, y, WP_ICON_X_WIDE, WP_ICON_Y, cg_weapons[drawweap].weaponIcon[1] ); in CG_DrawWeaponSelect() 3014 CG_DrawPic( x, y, WP_ICON_X_WIDE, WP_ICON_Y, cg_weapons[drawweap].weaponIcon[0] ); in CG_DrawWeaponSelect() 3024 CG_DrawPic( x, y, WP_ICON_X, WP_ICON_Y, cg_weapons[drawweap].weaponIcon[1] ); in CG_DrawWeaponSelect() 3026 CG_DrawPic( x, y, WP_ICON_X, WP_ICON_Y, cg_weapons[drawweap].weaponIcon[0] ); in CG_DrawWeaponSelect() 4510 weap = &cg_weapons[ ent->weapon ]; in CG_FireWeapon() [all …]
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H A D | cg_event.c | 1808 if ( cg_weapons[es->weapon].overheatSound ) { in CG_EntityEvent() 1809 trap_S_StartSound( NULL, es->number, CHAN_AUTO, cg_weapons[es->weapon].overheatSound ); in CG_EntityEvent() 1817 trap_S_StartSound( NULL, es->number, CHAN_AUTO, cg_weapons[es->weapon].spinupSound ); in CG_EntityEvent() 1827 if ( cg_weapons[es->weapon].reloadSound ) { in CG_EntityEvent() 1828 …trap_S_StartSound( NULL, es->number, CHAN_WEAPON, cg_weapons[es->weapon].reloadSound ); // JPW NER… in CG_EntityEvent() 1835 trap_S_StartSound( NULL,es->number,CHAN_WEAPON,cg_weapons[WP_MAUSER].reloadSound ); in CG_EntityEvent()
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/dports/games/openjk/OpenJK-07675e2/codemp/cgame/ |
H A D | cg_weapons.c | 443 weapon = &cg_weapons[weaponNum]; in CG_AddPlayerWeapon() 836 weapon = &cg_weapons[ ps->weapon ]; in CG_AddViewWeapon() 1358 if ( cg_weapons[ cg.weaponSelect ].item ) in CG_DrawWeaponSelect() 1364 strcpy(upperKey, cg_weapons[ cg.weaponSelect ].item->classname); in CG_DrawWeaponSelect() 1372 …CG_DrawProportionalString(320, y+45+yOffset, cg_weapons[ cg.weaponSelect ].item->classname, UI_CEN… in CG_DrawWeaponSelect() 1844 weap = &cg_weapons[ ent->weapon ]; in CG_FireWeapon()
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H A D | cg_turret.c | 172 weaponInfo = &cg_weapons[WP_TURRET]; in TurretClientRun()
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/dports/games/ioquake3-server/ioquake3-1.36/code/cgame/ |
H A D | cg_weapons.c | 613 weaponInfo = &cg_weapons[weaponNum]; in CG_RegisterWeapon() 1235 weapon = &cg_weapons[weaponNum]; in CG_AddPlayerWeapon() 1421 weapon = &cg_weapons[ ps->weapon ]; in CG_AddViewWeapon() 1509 CG_DrawPic( x, y, 32, 32, cg_weapons[i].weaponIcon ); in CG_DrawWeaponSelect() 1525 if ( cg_weapons[ cg.weaponSelect ].item ) { in CG_DrawWeaponSelect() 1526 name = cg_weapons[ cg.weaponSelect ].item->pickup_name; in CG_DrawWeaponSelect() 1706 weap = &cg_weapons[ ent->weapon ]; in CG_FireWeapon()
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H A D | cg_newdraw.c | 232 icon = cg_weapons[ cg.predictedPlayerState.weapon ].ammoIcon; in CG_DrawPlayerAmmoIcon() 237 if ( cent->currentState.weapon && cg_weapons[ cent->currentState.weapon ].ammoModel ) { in CG_DrawPlayerAmmoIcon() 243 …CG_Draw3DModel( rect->x, rect->y, rect->w, rect->h, cg_weapons[ cent->currentState.weapon ].ammoMo… in CG_DrawPlayerAmmoIcon() 462 if ( cg_weapons[ci->curWeapon].weaponIcon ) { in CG_DrawSelectedPlayerWeapon() 463 CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cg_weapons[ci->curWeapon].weaponIcon ); in CG_DrawSelectedPlayerWeapon() 1338 if ( cg_weapons[ci->curWeapon].weaponIcon ) { in CG_DrawNewTeamInfo() 1339 CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, cg_weapons[ci->curWeapon].weaponIcon ); in CG_DrawNewTeamInfo()
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H A D | cg_ents.c | 280 wi = &cg_weapons[item->giTag]; in CG_Item() 415 weapon = &cg_weapons[s1->weapon]; in CG_Missile() 524 weapon = &cg_weapons[s1->weapon]; in CG_Grapple()
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H A D | cg_main.c | 88 weaponInfo_t cg_weapons[MAX_WEAPONS]; variable 1012 memset( cg_weapons, 0, sizeof( cg_weapons ) ); 1857 memset( cg_weapons, 0, sizeof(cg_weapons) );
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/dports/games/ioquake3/ioquake3-1.36/code/cgame/ |
H A D | cg_newdraw.c | 232 icon = cg_weapons[ cg.predictedPlayerState.weapon ].ammoIcon; in CG_DrawPlayerAmmoIcon() 237 if ( cent->currentState.weapon && cg_weapons[ cent->currentState.weapon ].ammoModel ) { in CG_DrawPlayerAmmoIcon() 243 …CG_Draw3DModel( rect->x, rect->y, rect->w, rect->h, cg_weapons[ cent->currentState.weapon ].ammoMo… in CG_DrawPlayerAmmoIcon() 462 if ( cg_weapons[ci->curWeapon].weaponIcon ) { in CG_DrawSelectedPlayerWeapon() 463 CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cg_weapons[ci->curWeapon].weaponIcon ); in CG_DrawSelectedPlayerWeapon() 1338 if ( cg_weapons[ci->curWeapon].weaponIcon ) { in CG_DrawNewTeamInfo() 1339 CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, cg_weapons[ci->curWeapon].weaponIcon ); in CG_DrawNewTeamInfo()
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H A D | cg_weapons.c | 613 weaponInfo = &cg_weapons[weaponNum]; in CG_RegisterWeapon() 1235 weapon = &cg_weapons[weaponNum]; in CG_AddPlayerWeapon() 1421 weapon = &cg_weapons[ ps->weapon ]; in CG_AddViewWeapon() 1509 CG_DrawPic( x, y, 32, 32, cg_weapons[i].weaponIcon ); in CG_DrawWeaponSelect() 1525 if ( cg_weapons[ cg.weaponSelect ].item ) { in CG_DrawWeaponSelect() 1526 name = cg_weapons[ cg.weaponSelect ].item->pickup_name; in CG_DrawWeaponSelect() 1706 weap = &cg_weapons[ ent->weapon ]; in CG_FireWeapon()
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H A D | cg_ents.c | 280 wi = &cg_weapons[item->giTag]; in CG_Item() 415 weapon = &cg_weapons[s1->weapon]; in CG_Missile() 524 weapon = &cg_weapons[s1->weapon]; in CG_Grapple()
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H A D | cg_main.c | 88 weaponInfo_t cg_weapons[MAX_WEAPONS]; variable 1012 memset( cg_weapons, 0, sizeof( cg_weapons ) ); 1857 memset( cg_weapons, 0, sizeof(cg_weapons) );
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/dports/games/evq3/evq3/code/cgame/ |
H A D | cg_newdraw.c | 232 icon = cg_weapons[ cg.predictedPlayerState.weapon ].ammoIcon; in CG_DrawPlayerAmmoIcon() 237 if ( cent->currentState.weapon && cg_weapons[ cent->currentState.weapon ].ammoModel ) { in CG_DrawPlayerAmmoIcon() 243 …CG_Draw3DModel( rect->x, rect->y, rect->w, rect->h, cg_weapons[ cent->currentState.weapon ].ammoMo… in CG_DrawPlayerAmmoIcon() 462 if ( cg_weapons[ci->curWeapon].weaponIcon ) { in CG_DrawSelectedPlayerWeapon() 463 CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cg_weapons[ci->curWeapon].weaponIcon ); in CG_DrawSelectedPlayerWeapon() 1338 if ( cg_weapons[ci->curWeapon].weaponIcon ) { in CG_DrawNewTeamInfo() 1339 CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, cg_weapons[ci->curWeapon].weaponIcon ); in CG_DrawNewTeamInfo()
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H A D | cg_weapons.c | 613 weaponInfo = &cg_weapons[weaponNum]; in CG_RegisterWeapon() 1235 weapon = &cg_weapons[weaponNum]; in CG_AddPlayerWeapon() 1421 weapon = &cg_weapons[ ps->weapon ]; in CG_AddViewWeapon() 1509 CG_DrawPic( x, y, 32, 32, cg_weapons[i].weaponIcon ); in CG_DrawWeaponSelect() 1525 if ( cg_weapons[ cg.weaponSelect ].item ) { in CG_DrawWeaponSelect() 1526 name = cg_weapons[ cg.weaponSelect ].item->pickup_name; in CG_DrawWeaponSelect() 1706 weap = &cg_weapons[ ent->weapon ]; in CG_FireWeapon()
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H A D | cg_ents.c | 280 wi = &cg_weapons[item->giTag]; in CG_Item() 415 weapon = &cg_weapons[s1->weapon]; in CG_Missile() 524 weapon = &cg_weapons[s1->weapon]; in CG_Grapple()
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/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/cgame/ |
H A D | cg_newdraw.c | 232 icon = cg_weapons[ cg.predictedPlayerState.weapon ].ammoIcon; in CG_DrawPlayerAmmoIcon() 237 if ( cent->currentState.weapon && cg_weapons[ cent->currentState.weapon ].ammoModel ) { in CG_DrawPlayerAmmoIcon() 243 …CG_Draw3DModel( rect->x, rect->y, rect->w, rect->h, cg_weapons[ cent->currentState.weapon ].ammoMo… in CG_DrawPlayerAmmoIcon() 462 if ( cg_weapons[ci->curWeapon].weaponIcon ) { in CG_DrawSelectedPlayerWeapon() 463 CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cg_weapons[ci->curWeapon].weaponIcon ); in CG_DrawSelectedPlayerWeapon() 1338 if ( cg_weapons[ci->curWeapon].weaponIcon ) { in CG_DrawNewTeamInfo() 1339 CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, cg_weapons[ci->curWeapon].weaponIcon ); in CG_DrawNewTeamInfo()
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H A D | cg_weapons.c | 613 weaponInfo = &cg_weapons[weaponNum]; in CG_RegisterWeapon() 1235 weapon = &cg_weapons[weaponNum]; in CG_AddPlayerWeapon() 1421 weapon = &cg_weapons[ ps->weapon ]; in CG_AddViewWeapon() 1509 CG_DrawPic( x, y, 32, 32, cg_weapons[i].weaponIcon ); in CG_DrawWeaponSelect() 1525 if ( cg_weapons[ cg.weaponSelect ].item ) { in CG_DrawWeaponSelect() 1526 name = cg_weapons[ cg.weaponSelect ].item->pickup_name; in CG_DrawWeaponSelect() 1706 weap = &cg_weapons[ ent->weapon ]; in CG_FireWeapon()
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H A D | cg_ents.c | 280 wi = &cg_weapons[item->giTag]; in CG_Item() 415 weapon = &cg_weapons[s1->weapon]; in CG_Missile() 524 weapon = &cg_weapons[s1->weapon]; in CG_Grapple()
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