Searched refs:protectiontime (Results 1 – 5 of 5) sorted by relevance
144 static int protectiontime; variable534 if ( locplayerstate->protectiontime ) in DrawPlayScreen()2301 protectiontime = GetBonusTimeForItem(which); in GM_DrawBonus()2302 poweradjust = (protectiontime >> 4); in GM_DrawBonus()2340 if ( time < ( protectiontime - poweradjust ) ) in GM_UpdateBonus()2345 protectiontime = time; in GM_UpdateBonus()2434 protectiontime = time; in GM_UpdateBonus()4819 size = sizeof (protectiontime); in SaveTheGame()4820 SafeWrite(savehandle,&protectiontime,size); in SaveTheGame()5185 size = sizeof (protectiontime); in LoadTheGame()[all …]
506 locplayerstate->protectiontime = 0; in DoNormalThing()1218 locplayerstate->protectiontime = 0; in DebugKeys()
133 short protectiontime; member
375 pstate->poweruptime = pstate->protectiontime = 0; in ResetPlayerstate()2949 pstate->protectiontime = time; \5336 if (pstate->protectiontime) in CheckProtectionsAndPowerups()5338 pstate->protectiontime --; in CheckProtectionsAndPowerups()5339 if (pstate->protectiontime <= 0) in CheckProtectionsAndPowerups()5342 pstate->protectiontime = 0; in CheckProtectionsAndPowerups()5345 GM_UpdateBonus (pstate->protectiontime, false); in CheckProtectionsAndPowerups()
950 PLAYERSTATE[0].protectiontime = 1; in A_Steal()958 PLAYERSTATE[0].protectiontime = 1; in A_Steal()966 PLAYERSTATE[0].protectiontime = 1; in A_Steal()2159 pstate->protectiontime = 1; in T_Count()2578 pstate->protectiontime -= ((damage<<1) + damage); in MissileHitActor()2579 if (pstate->protectiontime < 1) in MissileHitActor()2580 pstate->protectiontime = 1; in MissileHitActor()5168 {pstate->protectiontime = 1; in MissileTryMove()12934 pstate->protectiontime -= (damage<<1); in ShootActor()12935 if (pstate->protectiontime < 1) in ShootActor()[all …]