Home
last modified time | relevance | path

Searched refs:axe (Results 1 – 15 of 15) sorted by relevance

/external/flatbuffers/samples/
Dsample_binary.cpp36 auto axe = CreateWeapon(builder, weapon_two_name, weapon_two_damage); in main() local
41 weapons_vector.push_back(axe); in main()
54 Color_Red, weapons, Equipment_Weapon, axe.Union()); in main()
Dsample_binary.py49 axe = MyGame.Sample.Weapon.WeaponEnd(builder)
62 builder.PrependUOffsetTRelative(axe)
78 MyGame.Sample.Monster.MonsterAddEquipped(builder, axe)
Dsample_binary.go44 axe := sample.WeaponEnd(builder)
58 builder.PrependUOffsetT(axe)
72 sample.MonsterAddEquipped(builder, axe)
Dsamplebinary.js39 var axe = MyGame.Sample.Weapon.endWeapon(builder);
47 var weaps = [sword, axe];
DSampleBinary.php43 $axe = \MyGame\Sample\Weapon::CreateWeapon($builder, $weapon_two, 5);
51 $weaps = array($sword, $axe);
/external/flatbuffers/docs/source/
DCUsage.md93 ns(Weapon_ref_t) axe;
108 // We reuse the axe object later. Note that we dereference a pointer
110 // We could also have created the axe object first and simply pushed it.
111 axe = *ns(Monster_weapons_push_create(B, flatbuffers_string_create_str(B, "Axe"), 5));
125 axe = *ns(Monster_weapons_push_end(B));
129 ns(Monster_equipped_Weapon_add(B, axe));
203 ns(Equipment_union_ref_t) equipped = ns(Equipment_as_Weapon(axe));
206 ns(Monster_equipped_Weapon_add(B, axe);
209 ns(Monster_equipped_add_member(B, axe));
DTutorial.md476 auto axe = CreateWeapon(builder, weapon_two_name, weapon_two_damage);
489 int axe = Weapon.createWeapon(builder, weaponTwoName, weaponTwoDamage);
502 var axe = Weapon.CreateWeapon(builder, weaponTwoName, (short)weaponTwoDamage);
520 axe := sample.WeaponEnd(builder)
538 axe = MyGame.Sample.Weapon.WeaponEnd(builder)
556 var axe = MyGame.Sample.Weapon.endWeapon(builder);
566 $axe = \MyGame\Sample\Weapon::CreateWeapon($builder, $weapon_two_name, 5);
570 $weaps = array($sword, $axe);
583 ns(Weapon_ref_t) axe = ns(Weapon_create(B, weapon_two_name, weapon_two_damage));
722 weapons_vector.push_back(axe);
[all …]
/external/icu/icu4j/demos/src/com/ibm/icu/dev/demo/translit/resources/
DTransliterator_Kanji_English.txt1799 戉>'[a battle-axe]';
2114 斧>'[axe]';
2345 柯>'[axe-handle]';
5588 鉞>'[broad-axe]';
/external/svox/pico_resources/tools/LingwareBuilding/PicoLingware_source_files/pkb/fr-FR/
Dfr-FR_klex.pkb99 … >5G!M"J#avoué�����������������������������avèreHavéré� avérée�axe�ayant =+=!N"E#a…
/external/icu/icu4c/source/data/translit/
DLatin_ConjoiningJamo.txt288 # Single consonants are initials: Text of the form 'axe', where 'x'
/external/svox/pico_resources/tools/LingwareBuilding/PicoLingware_source_files/pkb/en-US/
Den-US_klex.pkb166 )'P!<JF'KawayB'P!=awhile#'P!6Daxe0��������axis)!ICK'Kay#!=aye#!6b)8!AbabyAbackR…
/external/icu/icu4j/main/shared/data/
DTransliterator_Han_Latin_Definition.txt8858 銎 < eye\-of\-an\-axe;
10045 戉 < a\-battle\-axe;
11540 柯 < axe\-handle;
12922 钺 < broad\-axe;
21246 斧 < axe;
30712 板斧 > broad\-axe;
42047 銎 > eye\-of\-an\-axe;
42787 戉 > a\-battle\-axe;
42861 䤦 > a\-battle\-axe;
43771 柯 > axe\-handle;
[all …]
/external/svox/pico_resources/tools/LingwareBuilding/PicoLingware_source_files/textana/fr-FR/
Dfr-FR_lexpos.utf3333 N_M_SG^V_SG "axe" :G2P
/external/svox/pico_resources/tools/LingwareBuilding/PicoLingware_source_files/textana/en-US/
Den-US_lexpos.utf4325 V "axe" :G2P
/external/icu/icu4c/source/data/misc/
DsupplementalData.txt4571 "axe",