Lines Matching refs:stalltime

13959 	if(time < self->stalltime) return;  in normal_prepare()
14181 …self->stalltime = time + MAX(0, (int)(self->staydown.rise + GAME_SPEED - self->modeldata.risetime… in common_fall()
14217 self->stalltime = time + GAME_SPEED * 2; in common_lie()
14256 if(time < self->stalltime || self->a!=self->base || self->tossv) return; in common_lie()
14442 self->stalltime=0; in common_grabbed()
14902 other->stalltime = time + GRAB_STALL; in common_takedamage()
15087 if(self->combostep[0] && self->combotime>time) self->stalltime = time+1; in common_try_normalattack()
15094 self->stalltime = time + (int)randf((float)MAX(1,GAME_SPEED*3/4 - self->modeldata.aggression)); in common_try_normalattack()
15364 other->stalltime = time + GRAB_STALL; in trygrab()
15584 if(time > self->stalltime) self->takeaction = NULL; // OK, back to A.I. root in common_runoff()
15669 self->stalltime = time + MAX(0,stall); in common_attack_finish()
16096 if(self->stalltime>=time) in checkpathblocked()
16153 self->stalltime = time + GAME_SPEED/2; in checkpathblocked()
16924 if(self->stalltime < time && !self->waypoints){ in common_move()
17065 self->stalltime = time + MAX(0,stall); in common_move()
17073 if(time>self->stalltime){ in common_move()
17077 self->stalltime = time + MAX(0,stall); in common_move()
17083 if(self->running && self->stalltime>time + GAME_SPEED/2) in common_move()
17084 self->stalltime = time + GAME_SPEED/2; in common_move()
17085 else if(!self->running && self->stalltime>time + GAME_SPEED/5) in common_move()
17086 self->stalltime = time + GAME_SPEED/5; in common_move()
17154 if(self->stalltime<=time){ in checkstalker()
17173 self->stalltime = time + (diff(self->x, firstplayer->x) + 150)/maxspeed*THINK_SPEED; in checkstalker()
17200 … && !self->tossv && validanim(self,ANI_RISEATTACK) && ((rand32()%(self->stalltime-time+1)) < 3) &&… in ai_check_lie()
17210 time >= self->stalltime && validanim(self,ANI_SPECIAL)) in ai_check_grabbed()
17277 if(time < self->stalltime) return; in suicide()
17457 self->stalltime = 0; in player_check_special()
17495 if(time >= self->stalltime) player_die(); in player_blink()
18114 self->stalltime = 0; in player_lie_check()
18415 …self->stalltime = 0; // If attack is pressed, holding down attack to execute attack3 is no long… in player_think()
18429 self->stalltime = 0; in player_think()
18466 if(self->stalltime && notinair && in player_think()
18467 …((validanim(self,ANI_CHARGEATTACK) && self->stalltime+(GAME_SPEED*self->modeldata.animation[ANI_CH… in player_think()
18468 …(!validanim(self,ANI_CHARGEATTACK) && self->stalltime+(GAME_SPEED*self->modeldata.animation[animat… in player_think()
18474 self->stalltime = 0; in player_think()
18483 self->stalltime = 0; in player_think()
18489 self->stalltime = 0; // Disable the attack3 stalltime in player_think()
18540 self->stalltime = time; in player_think()