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/dports/games/xtux/xtux/src/common/
H A Dweapon_type.c26 weap_type_t *weap; in weapon_type_init() local
69 weap = wt_root; in weapon_type_init()
72 weap = weap->next; in weapon_type_init()
132 weap_type_t *weap; in weapon_type_alloc() local
137 return weap; in weapon_type_alloc()
144 weap_type_t *weap; in create_weapon_type() local
153 memset(weap, 0, sizeof(*weap)); in create_weapon_type()
155 weap->number = 1; in create_weapon_type()
162 wt_root = weap; in create_weapon_type()
167 wt_tail = weap; in create_weapon_type()
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/dports/games/redeclipse/base-2.0.0/src/game/
H A Dweapons.cpp22 int weap = -1; in buildweaplist() local
26 weap = j; in buildweaplist()
29 if(isweap(weap) && weaplist.find(weap) < 0) in buildweaplist()
49 if(n == (back ? w : weap)) return back ? weap : w; in slot()
93 if(!d->weapswitch(weap, lastmillis, W(weap, delayswitch))) return false; in weapselect()
132 d->weapammo[weap][W_A_CLIP] = min(ammo, W(weap, ammoclip)); in weapreload()
133 … if(W(weap, ammostore) > 0) d->weapammo[weap][W_A_STORE] = clamp(store, 0, W(weap, ammostore)); in weapreload()
135 d->setweapstate(weap, W_S_RELOAD, W(weap, delayreload), lastmillis); in weapreload()
265 …bool hadcook = W2(weap, cooked, true)&W_C_KEEP && (d->prevstate[weap] == W_S_ZOOM || d->prevstate[ in doshot()
307 …if(W(weap, ammostore) > 0) d->weapammo[weap][W_A_STORE] = clamp(d->weapammo[weap][W_A_STORE]+offse… in doshot()
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H A Dprojs.cpp953 …proj.mdlname = weaptype[proj.weap].eject && *weaptype[proj.weap].eprj ? weaptype[proj.weap].eprj :… in init()
1144 proj.weap = weap; in create()
1173 if(isweap(weap) && weap >= W_OFFSET && weap < W_ALL) in drop()
1192 life = W2(weap, time, WS(flags)), speed = W2(weap, speed, WS(flags)), in shootv()
1205 if(weaptype[weap].sound >= 0 && (weap != W_MELEE || !(WS(flags)))) in shootv()
1214 if((weap == W_FLAMER || weap == W_ZAPPER) && !(WS(flags))) in shootv()
1258 if(weapfx[weap].sparktime && weapfx[weap].sparknum) in shootv()
1259weap == W_FLAMER ? PART_FIREBALL : PART_SPARK, weapfx[weap].sparknum, weapfx[weap].sparktime, orig… in shootv()
1272 …if(W2(weap, ammosub, WS(flags)) && ejectfade && weaptype[weap].eject && *weaptype[weap].eprj) loop… in shootv()
1276 d->weapammo[weap][W_A_CLIP] = max(d->weapammo[weap][W_A_CLIP]-sub-offset, 0); in shootv()
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H A Dgame.h690 if(isweap(weap) && weap != exclude)
710 return weap == weapselect || millis-weaptime[weap] < weapwait[weap] || hasweap(weap, sweap); in holdweap()
802 prevtime[weap] = weaptime[weap];
811 if(isweap(weap) && weap < W_ALL)
840 …if(weap < W_ALL && weap != sweap && (classic ? weap >= W_OFFSET && W2(weap, ammosub, false) && W2(
867 …k || (weap == weapselect && hasweap(weap, sweap) && weapammo[weap][W_A_CLIP] < W(weap, ammoclip) &…
1252 s.weap = weap; in addstun()
1281 s.weap = weap;
1627 if(!isweap(weap)) weap = weapselect;
1646 if(!isweap(weap)) weap = weapselect;
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/dports/games/freesynd/freesynd-0.7.5/data/ref/
H A Dresearch.dat5 res.weap.2.minFund=15000
6 res.weap.2.next=0
10 res.weap.4.minFund=96
11 res.weap.4.next=5
16 res.weap.5.next=0
21 res.weap.6.next=2
26 res.weap.7.next=8
31 res.weap.8.next=11
36 res.weap.11.next=0
41 res.weap.12.next=13
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/dports/games/redeclipse16/base-1.6.0/src/game/
H A Dweapons.cpp27 int weap = -1; in buildweaplist() local
31 weap = j; in buildweaplist()
34 if(isweap(weap) && weaplist.find(weap) < 0) in buildweaplist()
55 if(n == (back ? w : weap)) return back ? weap : w; in slot()
125 ammo = min(max(d->ammo[weap], 0) + W(weap, ammoadd), W(weap, ammomax)); in weapreload()
129 d->ammo[weap] = min(ammo, W(weap, ammomax)); in weapreload()
131 d->setweapstate(weap, W_S_RELOAD, W(weap, delayreload), lastmillis); in weapreload()
187 bool canuse(int weap) in canuse() argument
275 …bool hadcook = W2(weap, cooked, true)&W_C_KEEP && (d->prevstate[weap] == W_S_ZOOM || d->prevstate[ in doshot()
296 else if(d->weapload[weap] <= 0 || weap != d->weapselect) return false; in doshot()
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H A Dprojs.cpp918 …proj.mdl = weaptype[proj.weap].eject && *weaptype[proj.weap].eprj ? weaptype[proj.weap].eprj : "pr… in init()
1107 if(weap >= 0) proj.target = game::getclient(weap); in create()
1111 proj.weap = weap; in create()
1139 if(isweap(weap) && weap >= W_OFFSET && weap < W_ALL) in drop()
1148 else if(weap == W_GRENADE || weap == W_MINE) in drop()
1159 life = W2(weap, time, WS(flags)), speed = W2(weap, speed, WS(flags)), in shootv()
1172 if(weaptype[weap].sound >= 0 && (weap != W_MELEE || !(WS(flags)))) in shootv()
1218 if(weapfx[weap].sparktime && weapfx[weap].sparknum) in shootv()
1219weap == W_FLAMER ? PART_FIREBALL : PART_SPARK, weapfx[weap].sparknum, weapfx[weap].sparktime, from… in shootv()
1233 …if(ejectfade && weaptype[weap].eject && *weaptype[weap].eprj) loopi(clamp(sub, 1, W2(weap, ammosub… in shootv()
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H A Dgame.h577 …if(millis && weapstate[weap] == W_S_RELOAD && millis-weaptime[weap] < weapwait[weap] && weapload[w…
584 if(isweap(weap) && weap != exclude)
602 return weap == weapselect || millis-weaptime[weap] < weapwait[weap] || hasweap(weap, sweap); in holdweap()
670 prevstate[weap] = weapstate[weap];
671 prevtime[weap] = weaptime[weap];
680 if(isweap(weap) && weap < W_ALL)
727 …if(weapstate[weap] != W_S_ZOOM && (check || (weap == weapselect && hasweap(weap, sweap) && ammo[we…
1177 if(!isweap(weap)) weap = weapselect;
1185 if(!isweap(weap)) weap = weapselect;
1224 if(!isweap(weap)) weap = weapselect;
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/dports/games/bloodfrontier/bloodfrontier/src/game/
H A Dprojs.cpp31 else if(weap == WEAP_MELEE) nodamage++; in calcdamage()
98 switch(proj.weap) in hiteffect()
204 switch(proj.weap) in bounceeffect()
393 proj.weap = weap; in create()
434 if(weaptype[weap].power) in shootv()
441 if(weaptype[weap].sound >= 0) in shootv()
453 switch(weap) in shootv()
567 switch(proj.weap) in effect()
738 switch(proj.weap) in destroy()
753 if(proj.weap == WEAP_FLAMER) in destroy()
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H A Dweapons.cpp17 bool weapselect(gameent *d, int weap, bool local) in weapselect() argument
23 d->weapswitch(weap, lastmillis); in weapselect()
38 int oldammo = d->ammo[weap]; in weapreload()
39 ammo = min(max(d->ammo[weap], 0) + weaptype[weap].add, weaptype[weap].max); in weapreload()
45 d->weapload[weap] = load; in weapreload()
46 d->ammo[weap] = min(ammo, weaptype[weap].max); in weapreload()
51 d->setweapstate(weap, WEAP_S_RELOAD, weaptype[weap].rdelay, lastmillis); in weapreload()
101 int weap = isweap(a) ? a : d->weapselect; in drop() local
103weap != WEAP_MELEE && isweap(weap) && (!m_noitems(game::gamemode, game::mutators) || weap == WEAP_… in drop()
252 void preload(int weap) in preload() argument
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H A Dgame.h605 if(isweap(weap) && weap != exclude)
607 if(ammo[weap] > 0 || (w_reload(weap, sweap) && !ammo[weap])) switch(level)
638 int weap = -1; member
642 weap = i;
645 return weap;
678 …if(!weapwait[weap] || weapstate[weap] == WEAP_S_IDLE || weapstate[weap] == WEAP_S_POWER || (skip &…
679 return millis-weaplast[weap] >= weapwait[weap];
687 if(!override && ammo[weap]-weapload[weap] < weaptype[weap].sub[flags&HIT_ALT ? 1 : 0])
702 …if(hasweap(weap, sweap) && ammo[weap] >= weaptype[weap].sub[flags&HIT_ALT ? 1 : 0] && weapwaited(w…
709 …if(weap == weapselect && w_reload(weap, sweap) && hasweap(weap, sweap) && ammo[weap] < weaptype[we… in canreload()
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/dports/games/criticalmass/CriticalMass-1.5/game/
H A DWeaponDepot.cpp51 Weapon * weap = findHash( weapName, _weaponMap); in getWeapon() local
52 if( !weap) in getWeapon()
58 weap = _weaponMap.begin()->second; in getWeapon()
60 return weap; in getWeapon()
63 void WeaponDepot::addWeapon( Weapon *weap) in addWeapon() argument
66 if( weap) in addWeapon()
68 … LOG_INFO << "New Weapon type: [" << weap->name() << "] [" << weap->description() << "]" << endl; in addWeapon()
69 _weaponMap[ weap->name()] = weap; in addWeapon()
/dports/games/pcgen/pcgen/system/gameModes/5e/
H A Dbase.xml.ftl812 <@weapCommonBlock weap="${weap}" />
813 <@weapMeleeBlock weap="${weap}" />
827 <@weapRangeBlock weap="${weap}" range="${range}" />
840 <@weapRangeBlock weap="${weap}" range="${range}" />
853 <@weapCommonBlock weap="${weap}" />
874 <@weapRangeBlock weap="${weap}" range="${range}" />
896 <@weapRangeBlock weap="${weap}" range="${range}" />
903 <@weapRangeBlock weap="${weap}" range="${range}" />
918 <@weapCommonBlock weap="${weap}" />
928 <@weapCommonBlock weap="${weap}" />
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/dports/games/pcgen/pcgen/system/gameModes/Sagaborn/
H A Dbase.xml.ftl844 <@weapCommonBlock weap="${weap}" />
845 <@weapMeleeBlock weap="${weap}" />
859 <@weapRangeBlock weap="${weap}" range="${range}" />
872 <@weapRangeBlock weap="${weap}" range="${range}" />
885 <@weapCommonBlock weap="${weap}" />
906 <@weapRangeBlock weap="${weap}" range="${range}" />
928 <@weapRangeBlock weap="${weap}" range="${range}" />
935 <@weapRangeBlock weap="${weap}" range="${range}" />
950 <@weapCommonBlock weap="${weap}" />
960 <@weapCommonBlock weap="${weap}" />
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/dports/games/pcgen/pcgen/outputsheets/d20/fantasy/text/
H A Dcsheet_InitTool_1.0.b23.rpgrp95 (two handed) |WEAPON.%weap.THHIT| melee ((two handed) |WEAPON.%weap.THDAMAGE|
96 |FOR,%CritTest,STRLEN[WEAPON.%weap.CRIT],STRLEN[WEAPON.%weap.CRIT],1,0|
99 /|WEAPON.%weap.CRIT|
102 |IIF(WEAPON.%weap.MULT:2)|
104 /x|WEAPON.%weap.MULT|
108 |WEAPON.%weap.BASEHIT|
118 |WEAPON.%weap.DAMAGE|
120 |FOR,%CritTest,STRLEN[WEAPON.%weap.CRIT],STRLEN[WEAPON.%weap.CRIT],1,0|
123 /|WEAPON.%weap.CRIT|
126 |IIF(WEAPON.%weap.MULT:2)|
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/dports/games/ecwolf/ecwolf-1.3.3-src/src/
H A Dweaponslots.cpp139 if (weap != NULL && weap->IsKindOf(NATIVE_CLASS(Weapon))) in PickWeapon()
141 if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false)) in PickWeapon()
143 return weap; in PickWeapon()
154 if (weap != NULL && weap->IsKindOf(NATIVE_CLASS(Weapon))) in PickWeapon()
156 if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false)) in PickWeapon()
158 return weap; in PickWeapon()
320 AWeapon *weap = player->ReadyWeapon; in FindMostRecentWeapon() local
384 if (weap != NULL && weap->CheckAmmo(AWeapon::EitherFire, false)) in PickNextWeapon()
386 return weap; in PickNextWeapon()
439 if (weap != NULL && weap->CheckAmmo(AWeapon::EitherFire, false)) in PickPrevWeapon()
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/dports/games/atanks/atanks-6.5/src/
H A Dmissile.cpp63 weap = &weapon[weapType]; in MISSILE()
67 drag = weap->drag; in MISSILE()
68 mass = weap->mass; in MISSILE()
69 noimpact = weap->noimpact; in MISSILE()
95 growRadius = weap->radius; in MISSILE()
461 draw_Napalm_Blob(this, x, y, weap->radius, age / weap->etime); in draw()
558 || (weap->submunition > 0) ) in Check_SDI()
679 : weap->radius; in Check_SDI()
1073 * weap->spreadVariation in triggerTest()
1095 weap->speedVariation in triggerTest()
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/dports/games/pcgen/pcgen/system/gameModes/Fantasy_Craft/
H A Dbase.xml.ftl842 <@weapCommonBlock weap="${weap}" />
843 <@weapMeleeBlock weap="${weap}" />
850 <@weapRangeBlock weap="${weap}" range="${range}" />
859 <@weapRangeBlock weap="${weap}" range="${range}" />
871 <@weapCommonBlock weap="${weap}" />
878 <@weapRangeBlock weap="${weap}" range="${range}" />
883 <@weapRangeBlock weap="${weap}" range="${range}" />
898 <@weapRangeBlock weap="${weap}" range="${range}" />
920 <@weapCommonBlock weap="${weap}" />
935 <@weapCommonBlock weap="${weap}" />
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/dports/games/zdoom/zdoom-2.8.1/src/g_shared/
H A Da_weapons.cpp412 AWeapon *weap; in AddWeapon() local
419 if (weap == NULL) in AddWeapon()
424 return weap; in AddWeapon()
712 AWeapon *weap; in TryPickup() local
734 weap->AmmoGive1 = FixedMul(weap->AmmoGive1, DropAmmoFactor); in TryPickup()
735 weap->AmmoGive2 = FixedMul(weap->AmmoGive2, DropAmmoFactor); in TryPickup()
886 if (weap != NULL && weap->IsKindOf(RUNTIME_CLASS(AWeapon))) in PickWeapon()
901 if (weap != NULL && weap->IsKindOf(RUNTIME_CLASS(AWeapon))) in PickWeapon()
905 return weap; in PickWeapon()
1133 return weap; in PickNextWeapon()
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/dports/games/openra/OpenRA-release-20200503/mods/ra/rules/
H A Dai.yaml91 VehiclesFactoryTypes: weap
100 weap: 1
109 weap: 1
132 VehiclesFactoryTypes: weap
141 weap: 1
156 weap: 6
193 weap: 1
207 weap: 3
249 weap: 1
256 weap: 1
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/dports/games/unnethack/unnethack-5.1.0-20131208/src/
H A Dartifact.c325 mask = (weap->defn & SPDF_FIRE);
328 mask = (weap->defn & SPDF_COLD);
331 mask = (weap->defn & SPDF_ELEC);
691 spec_applies(weap, mtmp) in spec_applies() argument
704 if (weap->spfx & SPFX_DMONS) {
724 switch(weap->attk.adtyp) {
768 if (weap && weap->attk.damn && spec_applies(weap, mon))
783 weap = get_artifact(uwep);
786 if (!weap || (weap->attk.adtyp == AD_PHYS && /* check for `NO_ATTK' */
787 weap->attk.damn == 0 && weap->attk.damd == 0))
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/dports/games/cataclysm-dda-tiles/Cataclysm-DDA-0.F/src/
H A Dcharacter_martial_arts.h41 bool selected_has_weapon( const itype_id &weap ) const;
88 std::vector<matec_id> get_all_techniques( const item &weap ) const;
91 bool has_miss_recovery_tec( const item &weap ) const;
93 ma_technique get_miss_recovery_tec( const item &weap ) const;
97 bool has_technique( const Character &guy, const matec_id &id, const item &weap ) const;
99 ma_technique get_grab_break_tec( const item &weap ) const;
101 std::string enumerate_known_styles( const itype_id &weap ) const;
H A Dmelee.cpp168 const item &weap = used_weapon(); in unarmed_attack() local
169 return weap.is_null() || weap.has_flag( flag_UNARMED_WEAPON ); in unarmed_attack()
385 int bash = weap.damage_melee( damage_type::BASH ) + ( weap.is_null() ? 1 : 0 ); in melee_train()
390 if( weap.is_unarmed_weapon() ) { in melee_train()
865 return ( weap.volume() / 125_ml ) + in stumble()
889 if( weap.is_unarmed_weapon() ) { in crit_chance()
895 if( weap.type->m_to_hit > 0 ) { in crit_chance()
1531 const item &weap ) const in has_technique()
1533 return weap.has_technique( id ) || in has_technique()
2433 if( is_wielding( weap ) ) { in weapon_value()
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/dports/games/cataclysm-dda/Cataclysm-DDA-0.F/src/
H A Dcharacter_martial_arts.h41 bool selected_has_weapon( const itype_id &weap ) const;
88 std::vector<matec_id> get_all_techniques( const item &weap ) const;
91 bool has_miss_recovery_tec( const item &weap ) const;
93 ma_technique get_miss_recovery_tec( const item &weap ) const;
97 bool has_technique( const Character &guy, const matec_id &id, const item &weap ) const;
99 ma_technique get_grab_break_tec( const item &weap ) const;
101 std::string enumerate_known_styles( const itype_id &weap ) const;
H A Dmelee.cpp168 const item &weap = used_weapon(); in unarmed_attack() local
169 return weap.is_null() || weap.has_flag( flag_UNARMED_WEAPON ); in unarmed_attack()
385 int bash = weap.damage_melee( damage_type::BASH ) + ( weap.is_null() ? 1 : 0 ); in melee_train()
390 if( weap.is_unarmed_weapon() ) { in melee_train()
865 return ( weap.volume() / 125_ml ) + in stumble()
889 if( weap.is_unarmed_weapon() ) { in crit_chance()
895 if( weap.type->m_to_hit > 0 ) { in crit_chance()
1531 const item &weap ) const in has_technique()
1533 return weap.has_technique( id ) || in has_technique()
2433 if( is_wielding( weap ) ) { in weapon_value()
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