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Searched refs:weapondelay (Results 1 – 5 of 5) sorted by relevance

/dports/games/SRB2/SRB2-SRB2_release_2.2.9/src/
H A Dd_player.h458 INT32 weapondelay; // Delay (if any) to fire the weapon again member
H A Dlua_playerlib.c258 lua_pushinteger(L, plr->weapondelay); in player_get()
578 plr->weapondelay = (INT32)luaL_checkinteger(L, 3); in player_set()
H A Dp_user.c3981 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()
H A Dp_saveg.c183 WRITEINT32(save_p, players[i].weapondelay); in P_NetArchivePlayers()
397 players[i].weapondelay = READINT32(save_p); in P_NetUnArchivePlayers()
H A Dst_stuff.c2102 INT32 q = stplyr->weapondelay, del = 0, p = 16; in ST_drawWeaponSelect()