/external/quake/quake/src/QW/progs/ |
items.qc | 364 ARMOR
415 sprint(other, PRINT_LOW, "You got armor\n");
416 // armor touch sound
431 precache_model ("progs/armor.mdl");
432 setmodel (self, "progs/armor.mdl");
444 precache_model ("progs/armor.mdl");
445 setmodel (self, "progs/armor.mdl");
457 precache_model ("progs/armor.mdl");
458 setmodel (self, "progs/armor.mdl");
[all...] |
combat.qc | 132 // save damage based on the target's armor level
138 targ.armortype = 0; // lost all armor
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models.qc | 403 $modelname armor 404 $cd /raid/quake/id1/models/armor 411 $frame armor
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files.dat | 146 1 progs/armor.mdl
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world.qc | 214 precache_sound ("items/armor1.wav"); // armor up
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/external/quake/quake/src/WinQuake/ |
quake-hipnotic.spec.sh | 49 Centroids: Armor-plated scorpion cyborgs with two nail guns fused to their
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view.cpp | 318 int armor, blood; 326 armor = MSG_ReadByte (); 331 count = blood*0.5 + armor*0.5; 343 if (armor > blood) 349 else if (armor)
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sbar.cpp | 971 // armor
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/external/quake/quake/src/WinQuake/data/ |
MANUAL.TXT | 187 that thing. If it is armor, it means the stuff you're trying to get is
512 A vital part of the screen. When your armor, hit points, or ammo get
514 From left to right, the big numbers represent: Armor Points, Health,
515 and Ammo (of the current weapon). Icons show the Armor Type (green,
536 You start the new level with the same armor, weapons, and ammo you had at
567 A two-barrel dingus that prickles bad guys with armor-piercing darts,
622 All power-ups except armor burn out after a while, so smoke 'em while you
625 Armor
669 outfitted in combat armor and built-in blasters.
[all...] |
/external/quake/quake/src/QW/client/ |
view.c | 325 int armor, blood; local 332 armor = MSG_ReadByte (); 337 count = blood*0.5 + armor*0.5; 349 if (armor > blood) 355 else if (armor)
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sbar.c | 724 // armor
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/external/srec/config/en.us/dictionary/ |
c0.6 | [all...] |