mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-27 22:43:48 +00:00
40 lines
3.6 KiB
Text
40 lines
3.6 KiB
Text
Searching for 'bleeding'...
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c:\reaction\action\a_cmds.c(467): if ( (ent->client->bleeding != 0 || ent->client->leg_damage != 0) && ent->client->bandaging != 1 )
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c:\reaction\action\a_cmds.c(473): && (ent->client->bleeding != 0 || ent->client->leg_damage != 0 )
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c:\reaction\action\a_cmds.c(507): else if (ent->client->bleeding == 0 && ent->client->leg_damage == 0)
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c:\reaction\action\a_cmds.c(520): ent->client->bleeding = 0;
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c:\reaction\action\a_game.c(377)://blooder used for bleeding
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c:\reaction\action\g_combat.c(103): targ->client->bleeding = 0;
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c:\reaction\action\g_combat.c(585): int bleeding = 0; // damage causes bleeding
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c:\reaction\action\g_combat.c(663): bleeding = 1;
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c:\reaction\action\g_combat.c(759): bleeding = 0;
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c:\reaction\action\g_combat.c(829): // bleeding = 1; for testing
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c:\reaction\action\g_combat.c(954): bleeding = 1;
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c:\reaction\action\g_combat.c(962): take = (int)(take/2); // balances out difference in how action and axshun handle damage/bleeding
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c:\reaction\action\g_combat.c(1023): //zucc handle adding bleeding here
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c:\reaction\action\g_combat.c(1024): if ( damage_type && bleeding ) // one of the hit location weapons
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c:\reaction\action\g_combat.c(1026): /* zucc add in partial bleeding, changed
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c:\reaction\action\g_combat.c(1027): if ( client->bleeding < 4*damage*BLEED_TIME )
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c:\reaction\action\g_combat.c(1029): client->bleeding = 4*damage*BLEED_TIME + client->bleeding/2;
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c:\reaction\action\g_combat.c(1034): client->bleeding += damage*BLEED_TIME*2;
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c:\reaction\action\g_combat.c(1037): client->bleeding += damage*BLEED_TIME;
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c:\reaction\action\g_combat.c(1042): else if ( bleeding )
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c:\reaction\action\g_combat.c(1045): if ( client->bleeding < damage*BLEED_TIME )
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c:\reaction\action\g_combat.c(1047): client->bleeding = damage*BLEED_TIME;
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c:\reaction\action\g_combat.c(1050): client->bleeding += damage*BLEED_TIME;
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c:\reaction\action\g_local.h(495):#define MOD_BLEEDING 43
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c:\reaction\action\g_local.h(1080): int bleeding; //remaining points to bleed away
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c:\reaction\action\g_local.h(1083): vec3_t bleedloc_offset; // location of bleeding (from origin)
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c:\reaction\action\p_client.c(583): // handle bleeding, not used because bleeding doesn't get set
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c:\reaction\action\p_client.c(584): if ( mod == MOD_BLEEDING )
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c:\reaction\action\p_view.c(991):void Do_Bleeding( edict_t *ent )
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c:\reaction\action\p_view.c(997): if ( !(ent->client->bleeding) || (ent->health <= 0) )
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c:\reaction\action\p_view.c(1002): temp = (int)(ent->client->bleeding * .2);
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c:\reaction\action\p_view.c(1003): ent->client->bleeding -= temp;
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c:\reaction\action\p_view.c(1031): //gi.cprintf(ent, PRINT_HIGH, "Bleeding now.\n");
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c:\reaction\action\p_view.c(1034): // do bleeding
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c:\reaction\action\p_view.c(1127): // int damage; // zucc for bleeding
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c:\reaction\action\p_view.c(1237): // zucc handle any bleeding damage here
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c:\reaction\action\p_view.c(1238): Do_Bleeding( ent );
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c:\reaction\action\p_view.c(1309): ent->client->attacker_mod = MOD_BLEEDING;
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38 occurrence(s) have been found.
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