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Searched refs:waterlevel (Results 1 – 17 of 17) sorted by relevance

/external/quake/quake/src/QW/client/
Dpmove.c29 int waterlevel; variable
364 if (waterlevel >= 2) // apply water friction in PM_Friction()
365 drop += speed*movevars.waterfriction*waterlevel*frametime; in PM_Friction()
616 waterlevel = 0; in PM_CatagorizePosition()
625 waterlevel = 1; in PM_CatagorizePosition()
630 waterlevel = 2; in PM_CatagorizePosition()
634 waterlevel = 3; in PM_CatagorizePosition()
661 if (waterlevel >= 2) in JumpButton()
883 if (waterlevel == 2) in PlayerMove()
896 if (waterlevel >= 2) in PlayerMove()
Dpmove.h91 extern int waterlevel;
/external/quake/quake/src/WinQuake/
Dsv_phys.cpp820 ent->u.v.waterlevel = 0; in SV_CheckWater()
829 ent->u.v.waterlevel = 1; in SV_CheckWater()
834 ent->u.v.waterlevel = 2; in SV_CheckWater()
838 ent->u.v.waterlevel = 3; in SV_CheckWater()
853 …VectorMA (ent->u.v.basevelocity, 150.0*ent->u.v.waterlevel/3.0, current_table[CONTENTS_CURRENT_0 -… in SV_CheckWater()
858 return ent->u.v.waterlevel > 1; in SV_CheckWater()
981 if (!oldonground && ent->u.v.waterlevel == 0) in SV_WalkMove()
1214 ent->u.v.waterlevel = 1; in SV_CheckWaterTransition()
1225 ent->u.v.waterlevel = 1; in SV_CheckWaterTransition()
1234 ent->u.v.waterlevel = cont; in SV_CheckWaterTransition()
[all …]
Dpr_cmds.cpp1687 int waterlevel; in PF_WaterMove() local
1713 waterlevel = (int)self->u.v.waterlevel; in PF_WaterMove()
1717 if (((flags & FL_SWIM) && (waterlevel < drownlevel)) || (waterlevel >= drownlevel)) in PF_WaterMove()
1742 if (!waterlevel) in PF_WaterMove()
1766 damage = (float)(10*waterlevel); in PF_WaterMove()
1776 damage = (float)(4*waterlevel); in PF_WaterMove()
1801 …VectorMA (self->u.v.velocity, -0.8 * self->u.v.waterlevel * host_frametime, self->u.v.velocity, se… in PF_WaterMove()
Dprogdefs.q1121 float waterlevel;
Dprogdefs.q2130 float waterlevel;
Dsv_user.cpp310 || !sv_player->u.v.waterlevel) in SV_WaterJump()
422 if ( (sv_player->u.v.waterlevel >= 2) in SV_ClientThink()
Dsv_main.cpp642 if ( ent->u.v.waterlevel >= 2) in SV_WriteClientdataToMessage()
/external/quake/quake/src/QW/progs/
Dclient.qc739 if (self.waterlevel >= 2)
778 //dprint (ftos(self.waterlevel));
784 if (self.waterlevel != 3)
805 if (!self.waterlevel)
825 T_Damage (self, world, world, 10*self.waterlevel);
833 T_Damage (self, world, world, 4*self.waterlevel);
911 if (self.waterlevel == 2)
1310 else if (targ.weapon == 64 && targ.waterlevel > 1)
1415 if (attacker.waterlevel > 1)
Dprogdefs.h118 float waterlevel; member
Dplayer.qc261 if (self.watertype == CONTENT_WATER && self.waterlevel == 3)
367 if (self.owner.waterlevel != 3)
410 if (self.waterlevel == 3)
Dweapons.qc532 if (self.waterlevel > 1)
944 if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & IT_LIGHTNING) )
Dmisc.qc488 if (self.waterlevel != 3)
Ddefs.qc181 .float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
/external/quake/quake/src/QW/server/
Dprogdefs.h137 float waterlevel; member
Dsv_phys.c681 ent->v.waterlevel = 1; in SV_CheckWaterTransition()
692 ent->v.waterlevel = 1; in SV_CheckWaterTransition()
701 ent->v.waterlevel = cont; in SV_CheckWaterTransition()
Dsv_user.c1472 sv_player->v.waterlevel = waterlevel; in SV_RunCmd()