Searched refs:meleerange (Results 1 – 13 of 13) sorted by relevance
327 HANDLE_PROPERTY(meleerange) in HANDLE_PROPERTY() argument330 defaults->meleerange = range*(FRACUNIT/64); in HANDLE_PROPERTY()604 DEFINE_PROP(meleerange, Actor, I),
187 fixed meleerange; variable
435 << meleerange in Serialize()
443 fixed r = inflictor->meleerange + inflictee->radius + range; in ACTION_ALIAS()
204 // didn't find any targets in meleerange, so set to throw out a hammer
1118 // use meleerange + 1 se the puff doesn't skip the flash
1132 // use meleerange + 1 se the puff doesn't skip the flash
915 DEFINE_PROPERTY(meleerange, F, Actor) in DEFINE_PROPERTY() argument918 defaults->meleerange = id; in DEFINE_PROPERTY()
90 DEFINE_MEMBER_VARIABLE(meleerange, AActor) in DEFINE_MEMBER_VARIABLE()
236 if (dist >= meleerange + pl->radius) in CheckMeleeRange()934 …ismeleeattacker = (target->MissileState == NULL && dist < (target->meleerange + target->radius)*2); in P_NewChaseDir()
1079 fixed_t meleerange; // specifies how far a melee attack reaches. variable
3963 actor->meleerange = value; in DoSetActorProperty()4061 case APROP_MeleeRange: return actor->meleerange; in GetActorProperty()
291 << meleerange in Serialize()