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  /src/games/warp/
them.c 85 (curkl->energy > 300 || massacre) ) {
104 if (curkl->energy < 20000)
105 curkl->energy += 5000;
113 obj->energy -= rand_mod(500);
114 if (obj->energy < 0)
115 obj->energy = 0;
141 obj->energy -= rand_mod(100);
142 if (obj->energy < 0)
143 obj->energy = 0;
149 obj->energy -= rand_mod(20)
    [all...]
move.c 231 tmpblast += 50 + temp->energy/100;
262 long tmp = curobj->energy;
264 if (ent->energy>500 || apolloflag & 1)
265 curobj->energy -= tmpblast /
271 curobj->energy -= tmpblast;
272 if (rand_mod(1 + tmp - curobj->energy) > 100
273 || ent->energy < (entmax>>1)) {
292 if (base->energy > 1000 || apolloflag & 2)
293 curobj->energy -= tmpblast /
296 curobj->energy -= tmpblast
    [all...]
us.c 47 ch = (ent->energy >= 500?'E':'e');
53 if (ent->energy >= decr) {
54 ent->energy -= decr;
86 if (base->energy >= decr) {
87 base->energy -= decr;
116 ch = (ent->energy >= 500?'E':'e');
141 ch = (ent->energy >= 500?'E':'e');
308 if (ent->energy >= 250)
323 ent->energy /= 2;
335 ent->energy /= 4
    [all...]
play.c 64 if (cloaking && ent->energy >= 250 && !damflag[NOCLOAKING]) {
69 ent->energy -= ent->energy/40;
109 realapollo->energy = 32000;
143 realapollo->energy = 32000;
object.h 28 long energy; member in struct:object
object.c 53 obj->energy = energ;
weapon.c 74 to->energy = 2000;
176 if (!torps && obj->energy > 1000) {
191 if (obj->energy < 1000 ||
254 if (!torps && obj->energy > 1000) {
461 if (obj->energy >= decr) {
462 obj->energy -= decr;
  /src/games/trek/
checkcond.c 48 ** out of life support reserves, running out of energy,
64 ** We then set the condition code, based on the energy level
74 if (Ship.energy <= 0)
98 if (Ship.energy < Param.energylow) {
impulse.c 69 percent = 100 * power / Ship.energy + 0.5;
72 "energy.\n",
88 Ship.energy -= 20 + 100 * Move.time * 0.095;
autover.c 76 dist = 0.75 * Ship.energy / (Ship.warp3 * (Ship.shldup + 1));
dock.c 92 Ship.energy = Param.energy;
nova.c 126 Ship.energy -= se;
127 if (Ship.energy <= 0)
phaser.c 161 printf("%d units available\n", Ship.energy);
173 if (extra > Ship.energy) {
174 printf("available energy exceeded. ");
188 Ship.energy -= extra;
200 printf("%d units available\n", Ship.energy);
204 if (hit > Ship.energy) {
205 printf("available energy exceeded. ");
210 Ship.energy -= hit;
246 /* give out any extra energy we might have around */
abandon.c 106 Param.energy = Ship.energy = 3000;
attack.c 122 /* deplete his energy */
151 Ship.energy -= hit;
173 if (Ship.energy <= 0)
warp.c 103 percent = 100 * power / Ship.energy + 0.5;
106 "energy.\n",
137 /* see how far we actually went, and decrement energy appropriately */
139 Ship.energy -= dist * Ship.warp3 * (Ship.shldup + 1);
capture.c 91 x *= Ship.energy;
destruct.c 109 zap = 20.0 * Ship.energy;
shield.c 135 Ship.energy -= Param.shupengy;
trek.h 222 int energy; /* starship's energy */ member in struct:Ship_struct
223 int shield; /* energy in shields */
247 char negenbar; /* number of hits on negative energy barrier */
280 int energy; /* starship's energy */ member in struct:Param_struct
281 int shield; /* energy in shields */
289 int stopengy; /* energy to do emergency stop */
290 int shupengy; /* energy to put up shields */
298 int cloakenergy; /* cloaking device energy per stardate *
    [all...]
events.c 51 ** energy, regenerates energy, processes any events that occur,
468 /* eat up energy if cloaked */
470 Ship.energy -= Param.cloakenergy * Move.time;
475 Ship.energy += (Param.energy - Ship.energy) * rtime;
srscan.c 130 printf("total energy %d", Ship.energy);
move.c 56 ** energy for distance which he didn't travel.
201 Ship.energy -= Param.stopengy * speed;
  /src/sys/external/gpl2/dts/dist/arch/arm/boot/dts/
vexpress-v2p-ca15-tc1.dts 231 energy {
232 /* Total energy */
233 compatible = "arm,vexpress-energy";
vexpress-v2p-ca15_a7.dts 394 energy-a15 {
395 /* Total energy for the two A15 cores */
396 compatible = "arm,vexpress-energy";
401 energy-a7 {
402 /* Total energy for the three A7 cores */
403 compatible = "arm,vexpress-energy";

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