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  /external/quake/quake/src/QW/server/
move.txt 16 if (head == water)
18 else if (waist == water)
20 else if (feet == water)
27 if (floor == water)
28 if (head == water)
30 if (waist == water)
31 treading water
  /external/protobuf/gtest/samples/
sample10_unittest.cc 51 class Water {
53 // Normal Water declarations go here.
55 // operator new and operator delete help us control water allocation.
72 int Water::allocated_ = 0;
74 // This event listener monitors how many Water objects are created and
75 // destroyed by each test, and reports a failure if a test leaks some Water
76 // objects. It does this by comparing the number of live Water objects at
82 initially_allocated_ = Water::allocated();
87 int difference = Water::allocated() - initially_allocated_;
93 << "Leaked " << difference << " unit(s) of Water!";
100 Water* water = new Water; local
107 Water* water = new Water; local
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  /packages/wallpapers/MagicSmoke/res/values/
strings.xml 26 <!-- Wallpapers showing smoke, clouds, water, plasmas -->
30 <string name="magicsmoke_desc">Draws smoke, clouds, water and plasmas.</string>
  /external/oprofile/libop/
op_config_24.h 34 /** minimal buffer water mark before we try to wakeup daemon */
51 /** minimal note buffer water mark before we try to wakeup daemon */
  /packages/wallpapers/MagicSmoke/res/values-en-rGB/
strings.xml 25 <string name="magicsmoke_desc" msgid="4882321171007683983">"Draws smoke, clouds, water and plasma."</string>
  /packages/wallpapers/MagicSmoke/res/values-nl/
strings.xml 25 <string name="magicsmoke_desc" msgid="4882321171007683983">"Tekent rook, wolken, water en plasmagassen."</string>
  /packages/wallpapers/Basic/res/values/
strings.xml 50 <!-- Wallpaper showing leaves floating on water -->
51 <string name="wallpaper_fall">Water</string>
  /frameworks/base/docs/html/resources/articles/
live-wallpapers.jd 63 on the workspace. This command is interpreted by the Nexus and Water live
65 if you tap an empty space on the Water live wallpaper, new ripples appear
68 on the workspace. This command is also interpreted by the Nexus and Water
  /external/quake/quake/src/WinQuake/
world.h 63 // the non-true version remaps the water current contents to content_water
glqnotes.txt 159 This sets the opacity of water textures, so you can see through it in properly
162 visibility information for seeing past water surfaces, so you can't just play
  /external/quake/quake/src/QW/
qw2do.txt 60 x- should water leafs pass sounds (i.e., fully hearable in PHS)
89 - McTaggart's "fun water" effect.
qwchangelog.txt 172 - fixed annoying water jump bug where you would immedately hop back out of
173 water just after you jumped in
210 - fixed water jump bug where you hop immediately back out in narrow entrances
  /external/chromium/third_party/icu/source/common/
uhash.c 54 * High and low water ratios control rehashing. They establish levels
56 * reallocated and repopulated. Setting the low water ratio to zero
57 * means the table will never shrink. Setting the high water ratio to
62 * back into the desired range (between low and high water ratios).
72 * ratio is changed, the low and high water ratios should also be
95 /* low, high water ratio */
318 * This can be changed by changing the high/low water marks.
384 * count fit between the high and low water marks. hash_put() and
386 * low water marks. This method may do nothing, if memory allocation
    [all...]
  /external/icu4c/common/
uhash.c 54 * High and low water ratios control rehashing. They establish levels
56 * reallocated and repopulated. Setting the low water ratio to zero
57 * means the table will never shrink. Setting the high water ratio to
62 * back into the desired range (between low and high water ratios).
72 * ratio is changed, the low and high water ratios should also be
95 /* low, high water ratio */
318 * This can be changed by changing the high/low water marks.
384 * count fit between the high and low water marks. hash_put() and
386 * low water marks. This method may do nothing, if memory allocation
    [all...]
  /external/quake/quake/src/QW/progs/
world.qc 249 precache_sound ("player/h2ojump.wav"); // player jumping into water
251 precache_sound ("player/inh2o.wav"); // player enter water
253 precache_sound ("misc/outwater.wav"); // leaving water sound
  /packages/apps/Protips/res/values/
arrays.xml 69 \nDo not immerse in water
  /packages/wallpapers/Basic/res/values-en-rGB/
strings.xml 32 <string name="wallpaper_fall" msgid="1500920940722360941">"Water"</string>
  /packages/wallpapers/Basic/res/values-nl/
strings.xml 32 <string name="wallpaper_fall" msgid="1500920940722360941">"Water"</string>
  /prebuilt/linux-x86/toolchain/i686-linux-glibc2.7-4.4.3/sysroot/usr/include/linux/
cyclades.h 384 #define C_CM_TXLOWWM 0x61 /* Tx buffer low water mark */
385 #define C_CM_RXHIWM 0x62 /* Rx buffer high water mark */
440 __u32 tx_threshold; /* tx low water mark */
445 __u32 rx_threshold; /* rx high water mark */
  /external/quake/quake/src/QW/docs/
glqwcl-readme.txt 130 This sets the opacity of water textures, so you can see through it in properly
133 visibility information for seeing past water surfaces, so you can't just play
  /external/chromium/third_party/libevent/
evbuffer.c 138 /* See if this callbacks meets the water marks */
420 * Sets the water marks
  /external/quake/quake/src/WinQuake/docs/
readme.glquake 150 This sets the opacity of water textures, so you can see through it in properly
153 visibility information for seeing past water surfaces, so you can't just play
  /external/quake/quake/src/WinQuake/kit/
README.TXT 159 This sets the opacity of water textures, so you can see through it in properly
162 visibility information for seeing past water surfaces, so you can't just play
  /development/samples/ApiDemos/src/com/example/android/apis/app/
MenuInflateFromXml.java 142 Toast.makeText(this, "Dive into the water!", Toast.LENGTH_SHORT).show();
  /external/chromium/base/
thread_local_storage_win.cc 22 // tls_max_ is the high-water-mark of allocated thread local storage.

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