/dports/games/xtux/xtux/src/common/ |
H A D | weapon_type.c | 26 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() [all …]
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/dports/games/redeclipse/base-2.0.0/src/game/ |
H A D | weapons.cpp | 22 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() [all …]
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H A D | projs.cpp | 953 …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() 1259 …weap == 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() [all …]
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H A D | game.h | 690 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; [all …]
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/dports/games/freesynd/freesynd-0.7.5/data/ref/ |
H A D | research.dat | 5 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 [all …]
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/dports/games/redeclipse16/base-1.6.0/src/game/ |
H A D | weapons.cpp | 27 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() [all …]
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H A D | projs.cpp | 918 …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() 1219 …weap == 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() [all …]
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H A D | game.h | 577 …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; [all …]
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/dports/games/bloodfrontier/bloodfrontier/src/game/ |
H A D | projs.cpp | 31 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() [all …]
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H A D | weapons.cpp | 17 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 103 …weap != WEAP_MELEE && isweap(weap) && (!m_noitems(game::gamemode, game::mutators) || weap == WEAP_… in drop() 252 void preload(int weap) in preload() argument [all …]
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H A D | game.h | 605 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() [all …]
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/dports/games/criticalmass/CriticalMass-1.5/game/ |
H A D | WeaponDepot.cpp | 51 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()
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/dports/games/pcgen/pcgen/system/gameModes/5e/ |
H A D | base.xml.ftl | 812 <@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="${weap}" /> [all …]
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/dports/games/pcgen/pcgen/system/gameModes/Sagaborn/ |
H A D | base.xml.ftl | 844 <@weapCommonBlock weap="${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}" /> [all …]
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/dports/games/pcgen/pcgen/outputsheets/d20/fantasy/text/ |
H A D | csheet_InitTool_1.0.b23.rpgrp | 95 (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)| [all …]
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/dports/games/ecwolf/ecwolf-1.3.3-src/src/ |
H A D | weaponslots.cpp | 139 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() [all …]
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/dports/games/atanks/atanks-6.5/src/ |
H A D | missile.cpp | 63 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() [all …]
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/dports/games/pcgen/pcgen/system/gameModes/Fantasy_Craft/ |
H A D | base.xml.ftl | 842 <@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}" /> [all …]
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/dports/games/zdoom/zdoom-2.8.1/src/g_shared/ |
H A D | a_weapons.cpp | 412 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() [all …]
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/dports/games/openra/OpenRA-release-20200503/mods/ra/rules/ |
H A D | ai.yaml | 91 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 [all …]
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/dports/games/unnethack/unnethack-5.1.0-20131208/src/ |
H A D | artifact.c | 325 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)) [all …]
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/dports/games/cataclysm-dda-tiles/Cataclysm-DDA-0.F/src/ |
H A D | character_martial_arts.h | 41 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;
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H A D | melee.cpp | 168 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() [all …]
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/dports/games/cataclysm-dda/Cataclysm-DDA-0.F/src/ |
H A D | character_martial_arts.h | 41 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;
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H A D | melee.cpp | 168 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() [all …]
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