/prebuilts/gcc/linux-x86/host/i686-linux-glibc2.7-4.6/sysroot/usr/include/sound/ |
asound_fm.h | 53 unsigned char attack; /* 4 bits: attack rate */ member in struct:snd_dm_fm_voice
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sfnt_info.h | 91 unsigned short modatkhld; /* modulation attack & hold time (0x7f7f) */ 96 unsigned short volatkhld; /* volume attack & hold time (0x7f7f) */
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/prebuilts/gcc/linux-x86/host/x86_64-linux-glibc2.7-4.6/sysroot/usr/include/alsa/sound/ |
asound_fm.h | 53 unsigned char attack; /* 4 bits: attack rate */ member in struct:snd_dm_fm_voice
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/external/chromium/net/base/ |
connection_type_histograms.h | 13 // collision attack (see "MD5 considered harmful today: Creating a rogue CA
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/external/iproute2/examples/ |
SYN-DoS.rate.limit | 5 # Useful for TCP-SYN attack protection. You can use
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/external/replicaisland/src/com/replica/replicaisland/ |
NPCAnimationComponent.java | 207 } else if (currentAction == ActionType.ATTACK) { 237 } else if (currentAction == ActionType.ATTACK) { 275 } else if (currentAction == ActionType.ATTACK) { 285 if (mSprite.animationFinished() || parentObject.getCurrentAction() != ActionType.ATTACK) {
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GameObjectCollisionSystem.java | 26 * overlap. Collisions are only considered between offending "attack" volumes and receiving 29 * overlaps. A bounding volume that encompasses all attack and vulnerability volumes is used for 71 * Once registered for collisions the object may damage other objects via attack volumes or 77 * all of the attack and vulnerability volumes. 137 // Now we must test all attack vs vulnerability boxes. 189 /** Compares the passed list of attack volumes against the passed list of vulnerability volumes
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InputGameInterface.java | 199 // when on-screen movement controls are on, the fly and attack buttons are flipped. 239 // Since touch events come in constantly, we only want to press the attack button 293 public void setKeys(int left, int right, int jump, int attack) { 297 mAttackKeyCode = attack;
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GameObjectFactory.java | [all...] |
CollisionVolume.java | 31 // When used as an attack volume, mHitType specifies the type of hit that the volume deals.
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LauncherComponent.java | 77 parentObject.setCurrentAction(ActionType.ATTACK);
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NPCComponent.java | 171 } else if (hotSpot == HotSpotSystem.HotSpotType.ATTACK && !mPauseOnAttack) { 235 case HotSpotSystem.HotSpotType.ATTACK: 243 parentObject.setCurrentAction(ActionType.ATTACK);
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/external/quake/ |
README | 137 @ or / CTRL +attack 153 <none> MOUSE1 +attack 166 notarget enemies don't attack until provoked
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/frameworks/av/media/libeffects/lvm/lib/Bass/src/ |
LVDBE_Control.c | 148 /* Sets the AGC gain level and attack and decay times constants. */ 161 * Get the attack and decay time constants 163 pInstance->pData->AGCInstance.AGC_Attack = LVDBE_AGC_ATTACK_Table[(LVM_UINT16)pParams->SampleRate]; /* Attack multiplier */
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/external/bouncycastle/src/main/java/org/bouncycastle/crypto/macs/ |
CBCBlockCipherMac.java | 59 * the chance of an exhaustive attack (see Handbook of Applied Cryptography). 79 * the chance of an exhaustive attack (see Handbook of Applied Cryptography).
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/external/quake/quake/src/QW/client/ |
docs.txt | 15 +attack;wait : this both does the attack and prints a chat?
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cl_input.c | 36 When a key event issues a button command (+forward, +attack, etc), it appends 514 Cmd_AddCommand ("+attack", IN_AttackDown); 515 Cmd_AddCommand ("-attack", IN_AttackUp);
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/external/quake/quake/src/QW/ |
cmds.txt | 19 +attack -attack
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/external/chromium/chrome/browser/extensions/ |
extension_function_dispatcher.h | 102 // Handle a malformed message. Possibly the result of an attack, so kill
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/external/chromium/chrome/common/extensions/docs/static/ |
npapi.html | 94 Marking your NPAPI plugin "public" increase the attack surface of your
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/external/dropbear/libtomcrypt/notes/ |
tech0002.txt | 8 A timing attack is when an attacker can observe a side channel of the device (in this case time). In this tech note
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/external/openssl/crypto/dh/ |
generate | 23 Odlyzko described (some variant on a factoring attack which generates
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/external/aac/libAACenc/src/ |
block_switch.h | 101 #define BLOCK_SWITCHING_IIR_LEN 2 /* Length of HighPass-IIR-Filter for Attack-Detection */ 115 INT attack; member in struct:__anon1657
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/external/quake/quake/src/WinQuake/ |
cl_input.cpp | 37 When a key event issues a button command (+forward, +attack, etc), it appends 446 Cmd_AddCommand ("+attack", IN_AttackDown); 447 Cmd_AddCommand ("-attack", IN_AttackUp);
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/external/replicaisland/res/values/ |
kabocha.xml | 59 I?ve given you a useful maneuver to dispose of these pesky troublemakers. While in the air, <b>press the red attack button to drop your full weight onto enemies and crush them</b>. Give it a shot on that fellow to the left. 84 I?ve outfitted you with a special type of energy weapon that allows you to control machines. While standing on the ground, <b>hold down the attack button</b> for a few seconds to charge up the <b>Possession Orb</b>. 88 Once the Possession Orb is released, you can control its movement by tilting the phone. Running it into a mechanical object will allow you to possess that object. Pressing the attack button will destroy it and return control to your body.
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