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Searched refs:valid_hit_occurred (Results 1 – 4 of 4) sorted by relevance

/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/object/
H A Dcollideshipweapon.cpp155 int valid_hit_occurred = 0; // If this is set, then hitpos is set in ship_weapon_check_collision() local
349 valid_hit_occurred = 1; in ship_weapon_check_collision()
354 if (shield_collision && valid_hit_occurred) in ship_weapon_check_collision()
362 valid_hit_occurred = 1; in ship_weapon_check_collision()
368 (valid_hit_occurred)) in ship_weapon_check_collision()
380 valid_hit_occurred = 0; in ship_weapon_check_collision()
385 if (next_hit && valid_hit_occurred) { in ship_weapon_check_collision()
393 if ( valid_hit_occurred ) in ship_weapon_check_collision()
430 valid_hit_occurred = 1; in ship_weapon_check_collision()
437 return valid_hit_occurred; in ship_weapon_check_collision()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/object/
H A Dcollideshipweapon.cpp179 int valid_hit_occurred = 0; // If this is set, then hitpos is set in ship_weapon_check_collision() local
427 valid_hit_occurred = 1; in ship_weapon_check_collision()
432 valid_hit_occurred = 1; in ship_weapon_check_collision()
436 if (next_hit && valid_hit_occurred) { in ship_weapon_check_collision()
444 if ( valid_hit_occurred ) in ship_weapon_check_collision()
502 valid_hit_occurred = 1; in ship_weapon_check_collision()
509 return valid_hit_occurred; in ship_weapon_check_collision()
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/weapon/
H A Dbeam.cpp2266 int valid_hit_occurred = 0; in beam_collide_ship() local
2347 valid_hit_occurred = 1; in beam_collide_ship()
2352 if (shield_collision && valid_hit_occurred) in beam_collide_ship()
2360 valid_hit_occurred = 1; in beam_collide_ship()
2364 if (valid_hit_occurred) { in beam_collide_ship()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/weapon/
H A Dbeam.cpp2915 bool valid_hit_occurred = false; in beam_collide_ship() local
3043 valid_hit_occurred = 1; in beam_collide_ship()
3048 if (shield_collision && valid_hit_occurred) in beam_collide_ship()
3056 valid_hit_occurred = 1; in beam_collide_ship()
3060 if (valid_hit_occurred) in beam_collide_ship()