Searched refs:nofreeaim (Results 1 – 2 of 2) sorted by relevance
168 …AActor **pLineTarget = NULL, AActor **MissileActor = NULL, bool nofreeaim = false, bool noautoaim …
5941 bool nofreeaim, bool noautoaim) in P_SpawnPlayerMissile() argument5948 int vrange = nofreeaim ? ANGLE_1*35 : 0; in P_SpawnPlayerMissile()5975 !nofreeaim && in P_SpawnPlayerMissile()5986 if (nofreeaim || !level.IsFreelookAllowed()) in P_SpawnPlayerMissile()