Searched refs:IT_SHOTGUN (Results 1 – 10 of 10) sorted by relevance
881 else if (self.weapon == IT_SHOTGUN)952 else if(self.ammo_shells >= 1 && (it & IT_SHOTGUN) )953 return IT_SHOTGUN;1022 else if (self.weapon == IT_SHOTGUN)1081 fl = IT_SHOTGUN;1158 IT_SHOTGUN |1198 self.weapon = IT_SHOTGUN;1202 else if (self.weapon == IT_SHOTGUN)1299 self.weapon = IT_SHOTGUN;1303 else if (self.weapon == IT_SHOTGUN)
141 .float weapon; // one of the IT_SHOTGUN, etc flags287 float IT_SHOTGUN = 1;
69 parm1 = IT_SHOTGUN | IT_AXE;1402 else if (rnum == IT_SHOTGUN)
1623 else if (item.items == IT_SHOTGUN)
112 #define IT_SHOTGUN 1 macro
517 if (cl.stats[STAT_ITEMS] & (IT_SHOTGUN<<i) ) in Sbar_DrawInventory()525 if ( cl.stats[STAT_ACTIVEWEAPON] == (IT_SHOTGUN<<i) ) in Sbar_DrawInventory()
568 if (cl.items & (IT_SHOTGUN<<i) ) in Sbar_DrawInventory()574 if ( cl.stats[STAT_ACTIVEWEAPON] == (IT_SHOTGUN<<i) ) in Sbar_DrawInventory()624 if (cl.items & (IT_SHOTGUN<<4)) in Sbar_DrawInventory()
144 #define IT_SHOTGUN 1 macro
1568 sv_player->u.v.items = (int)sv_player->u.v.items | (IT_SHOTGUN << (t[0] - '2')); in Host_Give_f()1573 sv_player->u.v.items = (int)sv_player->u.v.items | (IT_SHOTGUN << (t[0] - '2')); in Host_Give_f()
271 sv_player->v.items = (int)sv_player->v.items | IT_SHOTGUN<< (t[0] - '2'); in SV_Give_f()