Searched refs:weapondelay (Results 1 – 5 of 5) sorted by relevance
458 INT32 weapondelay; // Delay (if any) to fire the weapon again member
258 lua_pushinteger(L, plr->weapondelay); in player_get()578 plr->weapondelay = (INT32)luaL_checkinteger(L, 3); in player_set()
3981 player->weapondelay = delay; in P_SetWeaponDelay()3987 player->weapondelay *= 2; in P_SetWeaponDelay()3988 player->weapondelay /= 3; in P_SetWeaponDelay()4043 if (((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER) && !(player->weapondelay)) in P_DoFiring()4054 if (!G_RingSlingerGametype() || player->weapondelay) in P_DoFiring()4683 if (!player->mo->momz && onground && !player->weapondelay && canstand) in P_DoSpinAbility()12227 if (player->weapondelay) in P_PlayerThink()12228 player->weapondelay--; in P_PlayerThink()
183 WRITEINT32(save_p, players[i].weapondelay); in P_NetArchivePlayers()397 players[i].weapondelay = READINT32(save_p); in P_NetUnArchivePlayers()
2102 INT32 q = stplyr->weapondelay, del = 0, p = 16; in ST_drawWeaponSelect()