Searched refs:treatmentLevel (Results 1 – 15 of 15) sorted by relevance
/dports/games/ufoai/ufoai-2.5-source/src/game/ |
H A D | g_health.cpp | 107 wounds->treatmentLevel[mostWounded] += woundsHealed; in G_TreatActor() 171 wounds.treatmentLevel[i] = std::max(0, wounds.treatmentLevel[i]); in G_SendWoundStats() 173 wounds.treatmentLevel[i] = std::min(255, wounds.treatmentLevel[i]); in G_SendWoundStats() 174 if (wounds.woundLevel[i] + wounds.treatmentLevel[i] > 0) in G_SendWoundStats() 193 …const int injury = (ent->chr.wounds.woundLevel[bodyPart] + ent->chr.wounds.treatmentLevel[bodyPart… in G_ActorGetInjuryPenalty()
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H A D | chr_shared.h | 352 int treatmentLevel[BODYPART_MAXTYPE]; member
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H A D | g_match.cpp | 166 gi.WriteByte(ent->chr.wounds.woundLevel[k] + ent->chr.wounds.treatmentLevel[k]); in G_SendCharacterData()
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H A D | g_events.cpp | 394 gi.WriteByte(wounds.treatmentLevel[bodyPart]); in G_EventActorWound()
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H A D | g_client.cpp | 1160 ent->chr.wounds.treatmentLevel[k] = gi.ReadByte(); in G_ClientReadCharacter()
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H A D | g_ai.cpp | 1540 …ent->chr.wounds.treatmentLevel[ent->chr.teamDef->bodyTemplate->getRandomBodyPart()] += damage / BO… in AI_SetStats()
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/dports/games/ufoai/ufoai-2.5-source/src/client/cgame/campaign/ |
H A D | cp_hospital.cpp | 38 if (wounds.treatmentLevel[bodyPart] <= 0) in HOS_HealWounds() 40 wounds.treatmentLevel[bodyPart] = std::max(0, wounds.treatmentLevel[bodyPart] - healing); in HOS_HealWounds()
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H A D | cp_hospital_callbacks.cpp | 39 if (wounds.treatmentLevel[bodyPart] == 0) in HOS_EntryWoundData() 41 const float severity = static_cast<float>(wounds.treatmentLevel[bodyPart]) / chr.maxHP; in HOS_EntryWoundData() 44 _("Wounded %s (damage: %i)"), _(bodyData->name(bodyPart)), wounds.treatmentLevel[bodyPart]); in HOS_EntryWoundData() 54 injuryLevel += static_cast<float>(chr->wounds.treatmentLevel[i]) / chr->maxHP; in HOS_GetInjuryLevel()
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H A D | cp_campaign.cpp | 152 memcpy(chr->wounds.treatmentLevel, c->wounds.treatmentLevel, sizeof(chr->wounds.treatmentLevel)); in CP_UpdateCharacterData() 199 c.wounds.treatmentLevel[j] = cgi->NET_ReadByte(msg); in CP_ParseCharacterData()
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H A D | cp_auto_mission.cpp | 590 eChr->wounds.treatmentLevel[eChr->teamDef->bodyTemplate->getRandomBodyPart()] += strikeDamage; in AM_CheckFire()
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/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/events/event/actor/ |
H A D | e_event_actorwound.cpp | 62 le->wounds.treatmentLevel[bodyPart] = treatment; in CL_ActorWound()
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/dports/games/ufoai/ufoai-2.5-source/src/client/cgame/ |
H A D | cl_game_team.cpp | 737 if (!chr->wounds.treatmentLevel[k]) in GAME_SaveCharacter() 742 XML_AddInt(sWound, SAVE_CHARACTER_WOUNDSEVERITY, chr->wounds.treatmentLevel[k]); in GAME_SaveCharacter() 846 chr->wounds.treatmentLevel[bodyPart] = XML_GetInt(sWound, SAVE_CHARACTER_WOUNDSEVERITY, 0); in GAME_LoadCharacter()
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H A D | cl_game.cpp | 1339 NET_WriteByte(buf, chr->wounds.treatmentLevel[j]); in GAME_NetSendCharacter()
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/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/ |
H A D | cl_hud.cpp | 1324 if (wounds->woundLevel[bodyPart] + wounds->treatmentLevel[bodyPart] * 0.5 > woundThreshold) { in HUD_ActorWoundData_f()
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H A D | cl_actor.cpp | 318 const int injury = (le->wounds.woundLevel[bodyPart] + le->wounds.treatmentLevel[bodyPart] * 0.5); in CL_ActorInjuryModifier()
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