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Searched refs:hasweapon (Results 1 – 10 of 10) sorted by relevance

/dports/games/jfk/jfk-0.1.1/src/lib/
H A Dperson.cc19 hasweapon[i] = i == WATERGUN ? true : false; in person()
31 if (hasweapon[i]) in tostring()
78 hasweapon[i] = true; in fromstring()
80 hasweapon[i] = false; in fromstring()
H A Dperson.h27 bool hasweapon[MAX_WEAPON]; variable
/dports/games/jfk/jfk-0.1.1/src/server/
H A Dperson_s.cc40 if (hasweapon[i]) in diffstring()
42 if (o->hasweapon[i]) in diffstring()
171 hasweapon[w->type] = true; in collide_with_weapon()
H A Dserver.cc367 while (!p->hasweapon[p->curweapon]); in handle_requests()
524 if (oldp->hasweapon[j] && j != JFK::WATERGUN) in handle_objects()
/dports/games/jfk/jfk-0.1.1/src/client/
H A Dpanel.cc83 if (pers->hasweapon[i]) in draw()
108 if (pers->hasweapon[i]) in draw()
/dports/games/powder/powder118_src/
H A Dpiety.cpp885 bool hasweapon = false; in pietyBoonValid() local
911 hasweapon = true; in pietyBoonValid()
958 return hasweapon; in pietyBoonValid()
/dports/games/widelands/widelands-build21/data/tribes/scripting/help/
H A Dbuilding_help.lua141 for weaponname, hasweapon in pairs(weaponnames) do
142 if (hasweapon) then
/dports/games/bloodfrontier/bloodfrontier/src/game/
H A Dgame.cpp1971 bool hasweapon = showweap && *weaptype[weap].vwep; in renderplayer() local
1972 …if(hasweapon) a[ai++] = modelattach("tag_weapon", weaptype[weap].vwep, ANIM_VWEP|ANIM_LOOP, 0); //… in renderplayer()
1975 const char *muzzle = hasweapon ? "tag_muzzle" : "tag_weapon"; in renderplayer()
/dports/games/redeclipse16/base-1.6.0/src/game/
H A Dgame.cpp3399 bool hasweapon = showweap && *weapmdl; in renderplayer() local
3400 …if(hasweapon) a[ai++] = modelattach("tag_weapon", weapmdl, weapflags, weapaction, trans, weapscale… in renderplayer()
3405 a[ai++] = modelattach(hasweapon ? "tag_muzzle" : "tag_weapon", &d->muzzle); in renderplayer()
/dports/games/redeclipse/base-2.0.0/src/game/
H A Dgame.cpp3317 bool hasweapon = false, secondary = false, in getplayerstate() local
3425 hasweapon = true; in getplayerstate()
3435 … mdlattach[ai++] = modelattach(hasweapon ? "tag_muzzle" : "tag_weapon", &d->tag[TAG_MUZZLE]); // 1 in getplayerstate()