Searched refs:levelmin (Results 1 – 7 of 7) sorted by relevance
/dports/games/flare-engine/flare-engine-1.12/src/ |
H A D | Map.h | 39 int levelmin; variable 57 , levelmin(0) in Map_Group()
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H A D | Map.cpp | 259 group->levelmin = std::max(0, Parse::popFirstInt(infile.val)); in loadEnemyGroup() 260 …levelmax = std::max(std::max(0, Parse::toInt(Parse::popFirstString(infile.val))), group->levelmin); in loadEnemyGroup()
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H A D | MapRenderer.cpp | 101 Enemy_Level enemy_lev = enemyg->getRandomEnemy(g.category, g.levelmin, g.levelmax); in enemyGroupPlaceEnemy()
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/dports/math/py-yt/yt-4.0.1/yt/data_objects/selection_objects/ |
H A D | cut_region.py | 190 levelmin = levels.min() 193 for lvl in range(levelmax, levelmin - 1, -1):
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/dports/games/flare-engine/flare-engine-1.12/src/api/ |
H A D | MapSaver.cpp | 198 if (group.front().levelmin != 0 || group.front().levelmax != 0) in writeEnemies() 200 map_file << "level=" << group.front().levelmin << "," << group.front().levelmax << std::endl; in writeEnemies()
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/dports/games/barony/Barony-3.3.7/src/ |
H A D | mod_tools.hpp | 1355 int levelmin = 0; member in MonsterCurveCustomManager::MonsterCurveEntry 1364 levelmin = levelNumMin; in MonsterCurveEntry() 1493 …monsters.levelmin, monsters.levelmax, monsters.chance, monstertypename[monsters.fallbackMonsterTyp… in printCurve() 1527 if ( currentlevel >= monster.levelmin && currentlevel <= monster.levelmax ) in rollMonsterFromCurve() 1561 if ( currentlevel >= monster.levelmin && currentlevel <= monster.levelmax ) in rollMonsterVariant()
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/dports/math/py-yt/yt-4.0.1/doc/source/examining/ |
H A D | loading_data.rst | 2744 uniform grid at RAMSES' ``levelmin``) to ``max_level``, such that 2752 # Assuming RAMSES' levelmin=6, i.e. the structure is full 2753 # down to levelmin=6
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