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Searched refs:lastweap (Results 1 – 17 of 17) sorted by relevance

/dports/games/redeclipse/base-2.0.0/src/game/
H A Dweapons.cpp58 …, intret(*n >= 0 ? (game::player1->lastweap.inrange(*n) ? game::player1->lastweap[*n] : -1) : game…
60 …ICOMMAND(0, weapprev, "", (), intret(game::player1->lastweap.length() ? game::player1->lastweap.la…
H A Dgame.h642 vector<int> loadweap, lastweap, randweap; member
651 lastweap.shrink(0); in clientstate()
722 loopvrev(lastweap) if(lastweap[i] == weap) lastweap.remove(i); in addlastweap()
723 lastweap.add(weap); in addlastweap()
728 loopvrev(lastweap) in loopvrev()
730 if(lastweap[i] == exclude) continue; in loopvrev()
731 if(hasweap(lastweap[i], sweap)) return lastweap[i]; in loopvrev()
738 …loopvrev(lastweap) if(lastweap[i] < num && hasweap(lastweap[i], sweap, level, exclude)) return las…
789 if(full) lastweap.shrink(0);
H A Dgame.cpp2050 int lastweap = d->getlastweap(m_weapon(d->actortype, gamemode, mutators)); in findcolour() local
2051 …if(isweap(lastweap) && d->weapselect != lastweap && (d->weapstate[d->weapselect] == W_S_USE || d->… in findcolour()
2055 c = W(lastweap, colour), r1 = (c>>16), g1 = ((c>>8)&0xFF), b1 = (c&0xFF), in findcolour()
3368 lastweap = d->getlastweap(m_weapon(d->actortype, gamemode, mutators)); in getplayerstate() local
3369 if(!isweap(lastweap) || lastweap != weap) in getplayerstate()
3371 if(isweap(lastweap) && millis <= off) in getplayerstate()
3373 weap = lastweap; in getplayerstate()
/dports/games/redeclipse16/base-1.6.0/src/game/
H A Dgame.h551 vector<int> loadweap, lastweap, randweap; member
560 lastweap.shrink(0); in clientstate()
607 lastweap.add(weap); in addlastweap()
608 if(lastweap.length() >= W_ALL) lastweap.remove(0); in addlastweap()
613 loopvrev(lastweap) in loopvrev()
615 if(lastweap[i] == exclude) continue; in loopvrev()
616 else if(hasweap(lastweap[i], sweap)) return lastweap[i]; in loopvrev()
658 if(full) lastweap.shrink(0);
684 lastweap.add(weapselect);
H A Dgame.cpp1957 int lastweap = d->getlastweap(m_weapon(d->actortype, gamemode, mutators)); in findcolour() local
1958 …if(isweap(lastweap) && d->weapselect != lastweap && (d->weapstate[d->weapselect] == W_S_USE || d->… in findcolour()
1962 c = W(lastweap, colour), r1 = (c>>16), g1 = ((c>>8)&0xFF), b1 = (c&0xFF), in findcolour()
3314 …int millis = lastmillis-d->weaptime[weap], off = d->weapwait[weap]/3, lastweap = d->getlastweap(m_… in renderplayer() local
3315 if(isweap(lastweap) && millis <= off) in renderplayer()
3317 weap = lastweap; in renderplayer()
/dports/games/bloodfrontier/bloodfrontier/src/game/
H A Dgame.h595 …int lastweap, arenaweap, weapselect, weapload[WEAP_MAX], weapshot[WEAP_MAX], weapstate[WEAP_MAX], … member
622 if(last && hasweap(lastweap, sweap)) return lastweap;
657 if(full) lastweap = weapselect = -1;
670 lastweap = weapselect;
671 setweapstate(lastweap, state, delay, millis);
778 lastweap = weapselect = aweap;
783 lastweap = weapselect = sweap;
H A Dgame.cpp1899 if(!d->hasweap(d->lastweap, m_weapon(gamemode, mutators))) showweap = false; in renderplayer()
1900 else weap = d->lastweap; in renderplayer()
H A Dclient.cpp867 d->lastweap = d->weapselect = getint(p); in parsestate()
H A Dentities.cpp226 d->lastweap = d->weapselect; in useeffects()
/dports/games/iortcw/iortcw-1.51c/SP/code/cgame/
H A Dcg_weapons.c3672 void CG_SetSniperZoom( int lastweap, int newweap ) { in CG_SetSniperZoom() argument
3675 if ( lastweap == newweap ) { in CG_SetSniperZoom()
3683 switch ( lastweap ) { in CG_SetSniperZoom()
3738 void CG_PlaySwitchSound( int lastweap, int newweap ) { in CG_PlaySwitchSound() argument
3745 if ( getAltWeapon( lastweap ) == newweap ) { // alt switch in CG_PlaySwitchSound()
3765 void CG_FinishWeaponChange( int lastweap, int newweap ) { in CG_FinishWeaponChange() argument
3782 CG_SetSniperZoom( lastweap, newweap ); in CG_FinishWeaponChange()
3785 if ( lastweap == cg.lastFiredWeapon ) { in CG_FinishWeaponChange()
3787 switch ( lastweap ) { in CG_FinishWeaponChange()
3793 cg.switchbackWeapon = lastweap; in CG_FinishWeaponChange()
[all …]
H A Dcg_local.h1991 void CG_FinishWeaponChange( int lastweap, int newweap );
H A Dcg_draw.c2339 void CG_FinishWeaponChange( int lastweap, int newweap ); // JPW NERVE
/dports/games/iortcw/iortcw-1.51c/MP/code/cgame/
H A Dcg_weapons.c3440 void CG_SetSniperZoom( int lastweap, int newweap ) { in CG_SetSniperZoom() argument
3443 if ( lastweap == newweap ) { in CG_SetSniperZoom()
3451 switch ( lastweap ) { in CG_SetSniperZoom()
3504 void CG_FinishWeaponChange( int lastweap, int newweap ) { in CG_FinishWeaponChange() argument
3522 if ( lastweap == newweap ) { // no need to do any more than flash the icon in CG_FinishWeaponChange()
3526 CG_SetSniperZoom( lastweap, newweap ); in CG_FinishWeaponChange()
3529 if ( lastweap == cg.lastFiredWeapon ) { in CG_FinishWeaponChange()
3531 switch ( lastweap ) { in CG_FinishWeaponChange()
3537 cg.switchbackWeapon = lastweap; in CG_FinishWeaponChange()
3545 cg.switchbackWeapon = lastweap; in CG_FinishWeaponChange()
H A Dcg_local.h1993 void CG_FinishWeaponChange( int lastweap, int newweap );
H A Dcg_draw.c1722 void CG_FinishWeaponChange( int lastweap, int newweap ); // JPW NERVE
/dports/games/iortcw/iortcw-1.51c/MP/code/game/
H A Dai_cast_funcs.c4530 int lastweap; in AIFunc_BattleStart() local
4589 lastweap = cs->bs->weaponnum; in AIFunc_BattleStart()
4591 if ( cs->bs->weaponnum == lastweap ) { in AIFunc_BattleStart()
/dports/games/iortcw/iortcw-1.51c/SP/code/game/
H A Dai_cast_funcs.c4909 int lastweap; in AIFunc_BattleStart() local
4968 lastweap = cs->weaponNum; in AIFunc_BattleStart()
4970 if ( cs->weaponNum == lastweap ) { in AIFunc_BattleStart()