/dports/games/cataclysm-dda-tiles/Cataclysm-DDA-0.F/tests/ |
H A D | ranged_balance_test.cpp | 122 shooter.wield( gun ); 128 shooter.worn.clear(); in equip_shooter() 129 shooter.inv->clear(); in equip_shooter() 179 shooter.aim(); in get_dispersion() 200 INFO( "Min aim speed: " << shooter.aim_per_move( shooter.weapon, shooter.recoil ) ); in test_shooting_scenario() 215 INFO( "Min aim speed: " << shooter.aim_per_move( shooter.weapon, shooter.recoil ) ); in test_shooting_scenario() 227 INFO( "Min aim speed: " << shooter.aim_per_move( shooter.weapon, shooter.recoil ) ); in test_shooting_scenario() 246 INFO( "Min aim speed: " << shooter.aim_per_move( shooter.weapon, shooter.recoil ) ); in test_fast_shooting() 248 CAPTURE( shooter.get_skill_level( shooter.weapon.gun_skill() ) ); in test_fast_shooting() 273 shooter.set_body(); [all …]
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/dports/games/cataclysm-dda/Cataclysm-DDA-0.F/tests/ |
H A D | ranged_balance_test.cpp | 122 shooter.wield( gun ); 128 shooter.worn.clear(); in equip_shooter() 129 shooter.inv->clear(); in equip_shooter() 179 shooter.aim(); in get_dispersion() 200 INFO( "Min aim speed: " << shooter.aim_per_move( shooter.weapon, shooter.recoil ) ); in test_shooting_scenario() 215 INFO( "Min aim speed: " << shooter.aim_per_move( shooter.weapon, shooter.recoil ) ); in test_shooting_scenario() 227 INFO( "Min aim speed: " << shooter.aim_per_move( shooter.weapon, shooter.recoil ) ); in test_shooting_scenario() 246 INFO( "Min aim speed: " << shooter.aim_per_move( shooter.weapon, shooter.recoil ) ); in test_fast_shooting() 248 CAPTURE( shooter.get_skill_level( shooter.weapon.gun_skill() ) ); in test_fast_shooting() 273 shooter.set_body(); [all …]
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/dports/games/ufoai/ufoai-2.5-source/src/game/ |
H A D | g_reaction.cpp | 281 if (!(G_IsAlien(shooter) || G_IsCivilian(shooter))) in add() 311 if (!(G_IsAlien(shooter) || G_IsCivilian(shooter))) in remove() 637 return isEnemy(shooter, target) && canReact(shooter, target) && canSee(shooter, target); in isPossible() 684 if (!shooter->getHandItem(shooter->chr.RFmode.getHand())) { in canReact() 687 …shooter->chr.name, shooter->number, shooter->chr.RFmode.getHand(), shooter->chr.RFmode.getFmIdx()); in canReact() 729 while ((shooter = G_EdictsGetNextLivingActor(shooter))) { in updateAllTargets() 841 while ((shooter = G_EdictsGetNextLivingActor(shooter))) { in checkExecution() 870 while ((shooter = G_EdictsGetNextLivingActor(shooter))) { in G_ReactionFirePrintSituation() 871 if (G_IsAlien(shooter) || G_IsCivilian(shooter)) in G_ReactionFirePrintSituation() 874 …gHdr, sizeof(msgHdr), "S%i: at %i/%i/%i RF: ", shooter->number, shooter->pos[0], shooter->pos[1], … in G_ReactionFirePrintSituation() [all …]
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/dports/www/qt5-webengine/qtwebengine-everywhere-src-5.15.2/src/3rdparty/chromium/third_party/weston/src/compositor/ |
H A D | weston-screenshooter.c | 119 shooter->client = NULL; in screenshooter_sigchld() 136 if (!shooter->client) in screenshooter_binding() 137 shooter->client = weston_client_launch(shooter->ec, in screenshooter_binding() 138 &shooter->process, in screenshooter_binding() 155 shooter->recorder = NULL; in recorder_binding() 176 free(shooter); in screenshooter_destroy() 182 struct screenshooter *shooter; in screenshooter_create() local 184 shooter = zalloc(sizeof *shooter); in screenshooter_create() 185 if (shooter == NULL) in screenshooter_create() 188 shooter->ec = ec; in screenshooter_create() [all …]
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/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/weston/src/compositor/ |
H A D | weston-screenshooter.c | 119 shooter->client = NULL; in screenshooter_sigchld() 136 if (!shooter->client) in screenshooter_binding() 137 shooter->client = weston_client_launch(shooter->ec, in screenshooter_binding() 138 &shooter->process, in screenshooter_binding() 155 shooter->recorder = NULL; in recorder_binding() 176 free(shooter); in screenshooter_destroy() 182 struct screenshooter *shooter; in screenshooter_create() local 184 shooter = zalloc(sizeof *shooter); in screenshooter_create() 185 if (shooter == NULL) in screenshooter_create() 188 shooter->ec = ec; in screenshooter_create() [all …]
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/dports/games/xtux/xtux/src/server/ |
H A D | ai.c | 148 shooter->ai_moving = 1; in ai_shooter_think() 149 shooter->trigger = 0; in ai_shooter_think() 150 shooter->speed = shooter->type_info->speed; in ai_shooter_think() 167 shooter->mode = ALIVE; in ai_shooter_think() 169 shooter->ai_moving = 0; in ai_shooter_think() 170 shooter->trigger = 1; in ai_shooter_think() 172 shooter->trigger = 0; in ai_shooter_think() 173 shooter->ai_moving = 1; in ai_shooter_think() 177 shooter->cliplevel = AICLIP; in ai_shooter_think() 178 shooter->ai_moving = 1; in ai_shooter_think() [all …]
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/dports/games/wop/wop-0.4.3/src/ |
H A D | scorekeeper.cpp | 78 if( shooter == victim || in playerDamagedPlayer() 81 m_score[shooter].nFrags--; in playerDamagedPlayer() 83 m_score[shooter].nKills++; in playerDamagedPlayer() 88 m_score[shooter].nDamage -= damage; in playerDamagedPlayer() 93 m_score[shooter].nFrags++; in playerDamagedPlayer() 95 m_score[shooter].nKills++; in playerDamagedPlayer() 105 if( shooter == victim ) { in playerDamagedPlayer() 107 m_score[shooter].nFrags--; in playerDamagedPlayer() 108 m_score[shooter].nKills++; in playerDamagedPlayer() 115 m_score[shooter].nFrags++; in playerDamagedPlayer() [all …]
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/dports/games/ufoai/ufoai-2.5-source/src/client/cgame/campaign/ |
H A D | cp_airfight.cpp | 291 if (shooter) in AIRFIGHT_ProbabilityToHit() 303 if (shooter && shooter->type != AIRCRAFT_UFO) { in AIRFIGHT_ProbabilityToHit() 304 if (shooter->pilot) { in AIRFIGHT_ProbabilityToHit() 350 assert(shooter); in AIRFIGHT_ExecuteActions() 354 …const int slotIdx = AIRFIGHT_ChooseWeapon(shooter->weapons, shooter->maxWeapons, shooter->pos, tar… in AIRFIGHT_ExecuteActions() 379 if (!shooter->detected && RADAR_CheckRadarSensored(shooter->pos)) { in AIRFIGHT_ExecuteActions() 383 UFO_DetectNewUFO(shooter); in AIRFIGHT_ExecuteActions() 389 if (shooter->type == AIRCRAFT_UFO) { in AIRFIGHT_ExecuteActions() 402 AIR_AircraftReturnToBase(shooter); in AIRFIGHT_ExecuteActions() 492 if (shooter) { in AIRFIGHT_ActionsAfterAirfight() [all …]
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/dports/games/netrek-client-cow/netrek-client-cow-3.3.2/ |
H A D | ltd_stats.h | 413 __LTD_INLINE void ltd_update_phaser_fired(struct player *shooter); 414 __LTD_INLINE void ltd_update_phaser_hit(struct player *shooter); 415 __LTD_INLINE void ltd_update_phaser_damage(struct player *shooter, 419 __LTD_INLINE void ltd_update_torp_fired(struct player *shooter); 420 __LTD_INLINE void ltd_update_torp_hit(struct player *shooter); 421 __LTD_INLINE void ltd_update_torp_detted(struct player *shooter); 423 __LTD_INLINE void ltd_update_torp_wall(struct player *shooter); 424 __LTD_INLINE void ltd_update_torp_damage(struct player *shooter, 428 __LTD_INLINE void ltd_update_plasma_fired(struct player *shooter); 429 __LTD_INLINE void ltd_update_plasma_hit(struct player *shooter); [all …]
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/dports/games/wesnoth/wesnoth-1.14.17/data/core/units/undead/ |
H A D | Skele_Bone_Shooter.cfg | 6 image="units/undead-skeletal/bone-shooter.png" 7 profile=portraits/undead/bone-shooter.png 45 …FENSE_ANIM_RANGE "units/undead-skeletal/bone-shooter-melee-defend-2.png" "units/undead-skeletal/bo… 46 …DEFENSE_ANIM_RANGE "units/undead-skeletal/bone-shooter-bow-defend.png" "units/undead-skeletal/bone… 50 image="units/undead-skeletal/bone-shooter-bob-[1~8].png:[150*3,200,150*4]" 65 image="units/undead-skeletal/bone-shooter-bow.png:65" 68 image="units/undead-skeletal/bone-shooter-bow-attack-[1~4].png:[75*2,100,130]" 72 image="units/undead-skeletal/bone-shooter-bow.png:65" 81 image="units/undead-skeletal/bone-shooter-melee-defend-1.png:50" 84 image="units/undead-skeletal/bone-shooter-melee-attack-[1~4].png:100" [all …]
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/dports/games/openclonk/openclonk-release-8.1-src/planet/System.ocg/ |
H A D | HitChecks.c | 22 effect.shooter = by_obj; in FxHitCheckStart() 52 var shooter = effect.shooter; in FxHitCheckDoCheck() local 56 shooter = target; in FxHitCheckDoCheck() 71 if(obj == shooter) continue; in FxHitCheckDoCheck() 78 if (obj->~IsProjectileTarget(target, shooter)) in FxHitCheckDoCheck() 104 effect.shooter = by_obj; in FxHitCheckAdd() 122 var shooter = effect.shooter; in FxHitCheckTimer() local 132 if (shooter) in FxHitCheckTimer() 134 if (FindObject(Find_AtPoint(target->GetX(), target->GetY()), Find_InArray([shooter]))) in FxHitCheckTimer() 148 global func IsProjectileTarget(object projectile, object shooter) in IsProjectileTarget() argument
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/dports/graphics/weston/weston-1.9.0/src/ |
H A D | screenshooter.c | 282 struct screenshooter *shooter = in screenshooter_sigchld() local 285 shooter->client = NULL; in screenshooter_sigchld() 304 if (!shooter->client) in screenshooter_binding() 305 shooter->client = weston_client_launch(shooter->ec, in screenshooter_binding() 306 &shooter->process, in screenshooter_binding() 609 free(shooter); in screenshooter_destroy() 615 struct screenshooter *shooter; in screenshooter_create() local 617 shooter = malloc(sizeof *shooter); in screenshooter_create() 618 if (shooter == NULL) in screenshooter_create() 621 shooter->ec = ec; in screenshooter_create() [all …]
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/dports/graphics/entangle/entangle-1.0/src/plugins/shooter/ |
H A D | meson.build | 3 'shooter.plugin', 4 'shooter.py', 8 'org.entangle-photo.plugins.shooter.gschema.xml', 13 install_dir: join_paths(entangle_pluginlibdir, 'shooter') 18 install_dir: join_paths(entangle_plugindatadir, 'shooter', 'schemas')
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/dports/games/warmux/warmux-11.04/src/ai/ |
H A D | ai_strategy.cpp | 88 ShootWithGunStrategy::ShootWithGunStrategy(float rating, const Character & shooter, in ShootWithGunStrategy() argument 92 , shooter(shooter) in ShootWithGunStrategy() 103 CommandList * commands = CreateSelectCommandList(shooter, weapon, direction, angle); in CreateCommand() 114 LoadAndFireStrategy::LoadAndFireStrategy(float rating, const Character & shooter, in LoadAndFireStrategy() argument 118 , shooter(shooter) in LoadAndFireStrategy() 130 CommandList * commands = CreateSelectCommandList(shooter, weapon, direction, angle, timeout); in CreateCommand()
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H A D | ai_idea.cpp | 111 bool is_friend = shooter.GetTeamIndex() == character->GetTeamIndex(); in RateExplosion() 143 return shooter.IsDead() || enemy.IsDead(); in NoLongerPossible() 163 : AIShootIdea(weapons_weighting, shooter, enemy, weapon_type) in ShootDirectlyAtEnemyIdea() 230 if (object!=shooter && object!=enemy && !object->IsDead() && in ShotMisses() 290 if (!CanUseCharacter(shooter)) in CreateStrategy() 303 Point2i departure = shooter.GetCenter(); in CreateStrategy() 317 if (ShotMisses(&shooter, &enemy, departure, arrival)) in CreateStrategy() 341 : AIShootIdea(weapons_weighting, shooter, enemy, weapon_type) in FireMissileWithFixedDurationIdea() 386 if (!CanUseCharacter(shooter)) in CreateStrategy() 399 const Point2f pos_0 = shooter.GetCenter(); in CreateStrategy() [all …]
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/dports/net/pacemaker1/pacemaker-Pacemaker-1.1.24/pengine/test10/ |
H A D | clone_min_start_one.summary | 7 shooter (stonith:fence_phd_kvm): Started c7auto1 13 * Move shooter ( c7auto1 -> c7auto3 ) 18 * Resource action: shooter stop on c7auto1 20 * Resource action: shooter start on c7auto3 23 * Resource action: shooter monitor=60000 on c7auto3 31 shooter (stonith:fence_phd_kvm): Started c7auto3
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H A D | remote-startup.summary | 6 shooter (stonith:fence_xvm): Started 18builder 11 * Move shooter ( 18builder -> 18node1 ) 16 * Resource action: shooter stop on 18builder 23 * Resource action: shooter start on 18node1 25 * Resource action: shooter monitor=60000 on 18node1 34 shooter (stonith:fence_xvm): Started 18node1
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H A D | remote-move.summary | 6 shooter (stonith:fence_xvm): Started 18node1 14 * Move shooter ( 18node1 -> 18builder ) 18 * Resource action: shooter stop on 18node1 20 * Resource action: shooter start on 18builder 23 * Resource action: shooter monitor=60000 on 18builder 31 shooter (stonith:fence_xvm): Started 18builder
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H A D | clone-require-all-4.summary | 6 shooter (stonith:fence_xvm): Started rhel7-auto1 15 * Move shooter ( rhel7-auto1 -> rhel7-auto2 ) 19 * Resource action: shooter stop on rhel7-auto1 21 * Resource action: shooter start on rhel7-auto2 25 * Resource action: shooter monitor=60000 on rhel7-auto2 32 shooter (stonith:fence_xvm): Started rhel7-auto2
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H A D | clone_min_stop_two.summary | 7 shooter (stonith:fence_phd_kvm): Started c7auto1 14 * Move shooter ( c7auto1 -> c7auto3 ) 20 * Resource action: shooter stop on c7auto1 22 * Resource action: shooter start on c7auto3 24 * Resource action: shooter monitor=60000 on c7auto3 36 shooter (stonith:fence_phd_kvm): Started c7auto3
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H A D | clone_min_stop_all.summary | 8 shooter (stonith:fence_phd_kvm): Started c7auto1 15 * Move shooter ( c7auto1 -> c7auto4 ) 22 * Resource action: shooter stop on c7auto1 24 * Resource action: shooter start on c7auto4 26 * Resource action: shooter monitor=60000 on c7auto4 38 shooter (stonith:fence_phd_kvm): Started c7auto4
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/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/ |
H A D | cl_battlescape.cpp | 200 vec3_t shooter; in CL_GetHitProbability() local 201 VectorCopy(actor->origin, shooter); in CL_GetHitProbability() 206 const int distx = fabs(shooter[0] - target[0]); in CL_GetHitProbability() 207 const int disty = fabs(shooter[1] - target[1]); in CL_GetHitProbability() 246 if (!CL_TestLine(shooter, target, TL_FLAG_NONE)) in CL_GetHitProbability() 251 if (!CL_TestLine(shooter, target, TL_FLAG_NONE)) in CL_GetHitProbability() 256 if (!CL_TestLine(shooter, target, TL_FLAG_NONE)) in CL_GetHitProbability() 259 if (!CL_TestLine(shooter, target, TL_FLAG_NONE)) in CL_GetHitProbability() 264 if (!CL_TestLine(shooter, target, TL_FLAG_NONE)) in CL_GetHitProbability() 269 if (!CL_TestLine(shooter, target, TL_FLAG_NONE)) in CL_GetHitProbability() [all …]
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/dports/net/pacemaker2/pacemaker-Pacemaker-2.1.1/cts/scheduler/summary/ |
H A D | clone_min_start_one.summary | 8 * shooter (stonith:fence_phd_kvm): Started c7auto1 14 * Move shooter ( c7auto1 -> c7auto3 ) 19 * Resource action: shooter stop on c7auto1 21 * Resource action: shooter start on c7auto3 24 * Resource action: shooter monitor=60000 on c7auto3 34 * shooter (stonith:fence_phd_kvm): Started c7auto3
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H A D | remote-startup.summary | 7 * shooter (stonith:fence_xvm): Started 18builder 12 * Move shooter ( 18builder -> 18node1 ) 17 * Resource action: shooter stop on 18builder 24 * Resource action: shooter start on 18node1 26 * Resource action: shooter monitor=60000 on 18node1 37 * shooter (stonith:fence_xvm): Started 18node1
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H A D | remote-move.summary | 7 * shooter (stonith:fence_xvm): Started 18node1 15 * Move shooter ( 18node1 -> 18builder ) 19 * Resource action: shooter stop on 18node1 21 * Resource action: shooter start on 18builder 24 * Resource action: shooter monitor=60000 on 18builder 34 * shooter (stonith:fence_xvm): Started 18builder
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