/dports/games/redeclipse/base-2.0.0/src/game/ |
H A D | weapons.cpp | 58 …, 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…
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H A D | game.h | 642 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);
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H A D | game.cpp | 2050 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()
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/dports/games/redeclipse16/base-1.6.0/src/game/ |
H A D | game.h | 551 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);
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H A D | game.cpp | 1957 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()
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/dports/games/bloodfrontier/bloodfrontier/src/game/ |
H A D | game.h | 595 …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;
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H A D | game.cpp | 1899 if(!d->hasweap(d->lastweap, m_weapon(gamemode, mutators))) showweap = false; in renderplayer() 1900 else weap = d->lastweap; in renderplayer()
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H A D | client.cpp | 867 d->lastweap = d->weapselect = getint(p); in parsestate()
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H A D | entities.cpp | 226 d->lastweap = d->weapselect; in useeffects()
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/dports/games/iortcw/iortcw-1.51c/SP/code/cgame/ |
H A D | cg_weapons.c | 3672 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 …]
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H A D | cg_local.h | 1991 void CG_FinishWeaponChange( int lastweap, int newweap );
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H A D | cg_draw.c | 2339 void CG_FinishWeaponChange( int lastweap, int newweap ); // JPW NERVE
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/dports/games/iortcw/iortcw-1.51c/MP/code/cgame/ |
H A D | cg_weapons.c | 3440 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()
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H A D | cg_local.h | 1993 void CG_FinishWeaponChange( int lastweap, int newweap );
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H A D | cg_draw.c | 1722 void CG_FinishWeaponChange( int lastweap, int newweap ); // JPW NERVE
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/dports/games/iortcw/iortcw-1.51c/MP/code/game/ |
H A D | ai_cast_funcs.c | 4530 int lastweap; in AIFunc_BattleStart() local 4589 lastweap = cs->bs->weaponnum; in AIFunc_BattleStart() 4591 if ( cs->bs->weaponnum == lastweap ) { in AIFunc_BattleStart()
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/dports/games/iortcw/iortcw-1.51c/SP/code/game/ |
H A D | ai_cast_funcs.c | 4909 int lastweap; in AIFunc_BattleStart() local 4968 lastweap = cs->weaponNum; in AIFunc_BattleStart() 4970 if ( cs->weaponNum == lastweap ) { in AIFunc_BattleStart()
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