/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
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/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 [all...] |
/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>
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/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 */
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/packages/wallpapers/MagicSmoke/res/values-en-rGB/ |
strings.xml | 25 <string name="magicsmoke_desc" msgid="4882321171007683983">"Draws smoke, clouds, water and plasma."</string>
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/packages/wallpapers/MagicSmoke/res/values-nl/ |
strings.xml | 25 <string name="magicsmoke_desc" msgid="4882321171007683983">"Tekent rook, wolken, water en plasmagassen."</string>
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/packages/wallpapers/Basic/res/values/ |
strings.xml | 50 <!-- Wallpaper showing leaves floating on water --> 51 <string name="wallpaper_fall">Water</string>
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/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
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/external/quake/quake/src/WinQuake/ |
world.h | 63 // the non-true version remaps the water current contents to content_water
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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
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/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.
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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
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/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
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/packages/apps/Protips/res/values/ |
arrays.xml | 69 \nDo not immerse in water
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/packages/wallpapers/Basic/res/values-en-rGB/ |
strings.xml | 32 <string name="wallpaper_fall" msgid="1500920940722360941">"Water"</string>
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/packages/wallpapers/Basic/res/values-nl/ |
strings.xml | 32 <string name="wallpaper_fall" msgid="1500920940722360941">"Water"</string>
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/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 */
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/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
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/external/chromium/third_party/libevent/ |
evbuffer.c | 138 /* See if this callbacks meets the water marks */ 420 * Sets the water marks
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/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
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/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
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/development/samples/ApiDemos/src/com/example/android/apis/app/ |
MenuInflateFromXml.java | 142 Toast.makeText(this, "Dive into the water!", Toast.LENGTH_SHORT).show();
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/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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