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Searched refs:cg_weapons (Results 1 – 25 of 71) sorted by relevance

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/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/cgame/
H A Dcg_weapons.c59 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 …]
H A Dcg_main.c106 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()
/dports/games/iortcw/iortcw-1.51c/SP/code/cgame/
H A Dcg_weapons.c1015 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 …]
H A Dcg_newdraw.c306 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()
/dports/games/openjk/OpenJK-07675e2/codeJK2/cgame/
H A Dcg_weapons.cpp54 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()
/dports/games/openjk/OpenJK-07675e2/code/cgame/
H A Dcg_weapons.cpp55 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()
/dports/games/iortcw/iortcw-1.51c/MP/code/cgame/
H A Dcg_newdraw.c304 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()
H A Dcg_weapons.c1072 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 …]
H A Dcg_event.c1808 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()
/dports/games/openjk/OpenJK-07675e2/codemp/cgame/
H A Dcg_weapons.c443 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()
H A Dcg_turret.c172 weaponInfo = &cg_weapons[WP_TURRET]; in TurretClientRun()
/dports/games/ioquake3-server/ioquake3-1.36/code/cgame/
H A Dcg_weapons.c613 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()
H A Dcg_newdraw.c232 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()
H A Dcg_ents.c280 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()
H A Dcg_main.c88 weaponInfo_t cg_weapons[MAX_WEAPONS]; variable
1012 memset( cg_weapons, 0, sizeof( cg_weapons ) );
1857 memset( cg_weapons, 0, sizeof(cg_weapons) );
/dports/games/ioquake3/ioquake3-1.36/code/cgame/
H A Dcg_newdraw.c232 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()
H A Dcg_weapons.c613 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()
H A Dcg_ents.c280 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()
H A Dcg_main.c88 weaponInfo_t cg_weapons[MAX_WEAPONS]; variable
1012 memset( cg_weapons, 0, sizeof( cg_weapons ) );
1857 memset( cg_weapons, 0, sizeof(cg_weapons) );
/dports/games/evq3/evq3/code/cgame/
H A Dcg_newdraw.c232 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()
H A Dcg_weapons.c613 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()
H A Dcg_ents.c280 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()
/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/cgame/
H A Dcg_newdraw.c232 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()
H A Dcg_weapons.c613 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()
H A Dcg_ents.c280 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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