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Searched defs:pSoldier (Results 1 – 25 of 99) sorted by relevance

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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TacticalAI/
H A DAIMain.cc91 void HandleSoldierAI( SOLDIERTYPE *pSoldier ) in HandleSoldierAI()
752 void FreeUpNPCFromTurning(SOLDIERTYPE* pSoldier) in FreeUpNPCFromTurning()
799 void ActionDone(SOLDIERTYPE *pSoldier) in ActionDone()
886 void NPCDoesAct(SOLDIERTYPE *pSoldier) in NPCDoesAct()
914 static void NPCDoesNothing(SOLDIERTYPE* pSoldier) in NPCDoesNothing()
930 void CancelAIAction(SOLDIERTYPE* const pSoldier) in CancelAIAction()
951 INT16 ActionInProgress(SOLDIERTYPE *pSoldier) in ActionInProgress()
1240 void RefreshAI(SOLDIERTYPE *pSoldier) in RefreshAI()
1317 INT8 ExecuteAction(SOLDIERTYPE *pSoldier) in ExecuteAction()
1932 SOLDIERTYPE * pSoldier; in HandleInitialRedAlert() local
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H A DRealtime.cc19 static INT8 RTPlayerDecideAction(SOLDIERTYPE* pSoldier) in RTPlayerDecideAction()
38 static INT8 RTDecideAction(SOLDIERTYPE* pSoldier) in RTDecideAction()
69 UINT16 RealtimeDelay( SOLDIERTYPE * pSoldier ) in RealtimeDelay()
97 void RTHandleAI( SOLDIERTYPE * pSoldier ) in RTHandleAI()
H A DMovement.cc23 int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubPathMode, UINT8 ubWaterOK, UI… in LegalNPCDestination()
98 int TryToResumeMovement(SOLDIERTYPE *pSoldier, INT16 sGridno) in TryToResumeMovement()
138 static INT16 NextPatrolPoint(SOLDIERTYPE* pSoldier) in NextPatrolPoint()
156 INT8 PointPatrolAI(SOLDIERTYPE *pSoldier) in PointPatrolAI()
218 INT8 RandomPointPatrolAI(SOLDIERTYPE *pSoldier) in RandomPointPatrolAI()
300 INT16 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT16 sDesGrid, INT8 bReserveAPs, INT… in InternalGoAsFarAsPossibleTowards()
575 INT16 GoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT16 sDesGrid, INT8 bAction) in GoAsFarAsPossibleTowards()
580 void SoldierTriesToContinueAlongPath(SOLDIERTYPE *pSoldier) in SoldierTriesToContinueAlongPath()
672 INT16 TrackScent( SOLDIERTYPE * pSoldier ) in TrackScent()
H A DAIUtils.cc74 INT8 OKToAttack(const SOLDIERTYPE * pSoldier, int target) in OKToAttack()
118 static BOOLEAN ConsiderProne(SOLDIERTYPE* pSoldier) in ConsiderProne()
141 UINT8 StanceChange( SOLDIERTYPE * pSoldier, UINT8 ubAttackAPCost ) in StanceChange()
354 void NewDest(SOLDIERTYPE *pSoldier, UINT16 usGridNo) in NewDest()
436 BOOLEAN IsActionAffordable(SOLDIERTYPE *pSoldier) in IsActionAffordable()
639 INT16 RandDestWithinRange(SOLDIERTYPE *pSoldier) in RandDestWithinRange()
1130 INT16 ClosestPC(const SOLDIERTYPE* pSoldier, INT16* psDistance) in ClosestPC()
1469 INT16 DistanceToClosestFriend( SOLDIERTYPE * pSoldier ) in DistanceToClosestFriend()
1596 INT8 CalcMorale(SOLDIERTYPE *pSoldier) in CalcMorale()
2058 UINT8 SoldierDifficultyLevel( const SOLDIERTYPE * pSoldier ) in SoldierDifficultyLevel()
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H A DPanicButtons.cc55 SOLDIERTYPE* const pSoldier = *i; in MakeClosestEnemyChosenOne() local
176 void PossiblyMakeThisEnemyChosenOne( SOLDIERTYPE * pSoldier ) in PossiblyMakeThisEnemyChosenOne()
241 INT8 PanicAI(SOLDIERTYPE *pSoldier, UINT8 ubCanMove) in PanicAI()
378 INT8 ClosestPanicTrigger( SOLDIERTYPE * pSoldier ) in ClosestPanicTrigger()
450 const SOLDIERTYPE* const pSoldier = FindSoldierByProfileID(WARDEN); in NeedToRadioAboutPanicTrigger() local
479 INT8 HeadForTheStairCase( SOLDIERTYPE * pSoldier ) in HeadForTheStairCase()
H A DCreatureDecideAction.cc153 static INT8 CreatureDecideActionGreen(SOLDIERTYPE* pSoldier) in CreatureDecideActionGreen()
423 static INT8 CreatureDecideActionYellow(SOLDIERTYPE* pSoldier) in CreatureDecideActionYellow()
558 static INT8 CreatureDecideActionRed(SOLDIERTYPE* pSoldier, UINT8 ubUnconsciousOK) in CreatureDecideActionRed()
811 static INT8 CreatureDecideActionBlack(SOLDIERTYPE* pSoldier) in CreatureDecideActionBlack()
1313 INT8 CreatureDecideAction( SOLDIERTYPE *pSoldier ) in CreatureDecideAction()
1340 void CreatureDecideAlertStatus( SOLDIERTYPE *pSoldier ) in CreatureDecideAlertStatus()
1494 static INT8 CrowDecideActionRed(SOLDIERTYPE* pSoldier) in CrowDecideActionRed()
1510 static INT8 CrowDecideActionGreen(SOLDIERTYPE* pSoldier) in CrowDecideActionGreen()
1555 INT8 CrowDecideAction( SOLDIERTYPE * pSoldier ) in CrowDecideAction()
H A DDecideAction.cc51 static void DoneScheduleAction(SOLDIERTYPE* pSoldier) in DoneScheduleAction()
59 static INT8 DecideActionSchedule(SOLDIERTYPE* pSoldier) in DecideActionSchedule()
519 static INT8 DecideActionBoxerEnteringRing(SOLDIERTYPE* pSoldier) in DecideActionBoxerEnteringRing()
554 static INT8 DecideActionNamedNPC(SOLDIERTYPE* pSoldier) in DecideActionNamedNPC()
642 static INT8 DecideActionGreen(SOLDIERTYPE* pSoldier) in DecideActionGreen()
1076 static INT8 DecideActionYellow(SOLDIERTYPE* pSoldier) in DecideActionYellow()
1452 INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK) in DecideActionRed()
2437 static INT8 DecideActionBlack(SOLDIERTYPE* pSoldier) in DecideActionBlack()
3616 INT8 DecideAction(SOLDIERTYPE *pSoldier) in DecideAction()
3696 void DecideAlertStatus( SOLDIERTYPE *pSoldier ) in DecideAlertStatus()
H A DAttacks.cc43 void LoadWeaponIfNeeded(SOLDIERTYPE *pSoldier) in LoadWeaponIfNeeded()
106 void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot) in CalcBestShot()
384 static void CalcBestThrow(SOLDIERTYPE* pSoldier, ATTACKTYPE* pBestThrow) in CalcBestThrow()
1006 void CalcBestStab(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab, BOOLEAN fBladeAttack ) in CalcBestStab()
1192 void CalcTentacleAttack(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab ) in CalcTentacleAttack()
1336 static INT32 EstimateShotDamage(SOLDIERTYPE* pSoldier, SOLDIERTYPE* pOpponent, UINT8 ubChanceToHit) in EstimateShotDamage()
1604 INT8 CanNPCAttack(SOLDIERTYPE *pSoldier) in CanNPCAttack()
1647 void CheckIfTossPossible(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow) in CheckIfTossPossible()
1707 static INT8 CountAdjacentSpreadTargets(SOLDIERTYPE* pSoldier, INT16 sFirstTarget, INT8 bTargetLevel) in CountAdjacentSpreadTargets()
1836 INT16 CalcSpreadBurst( SOLDIERTYPE * pSoldier, INT16 sFirstTarget, INT8 bTargetLevel ) in CalcSpreadBurst()
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H A DMedical.cc165 BOOLEAN CanCharacterAutoBandageTeammate(const SOLDIERTYPE* const pSoldier) in CanCharacterAutoBandageTeammate()
183 BOOLEAN CanCharacterBeAutoBandagedByTeammate(const SOLDIERTYPE* const pSoldier) in CanCharacterBeAutoBandagedByTeammate()
201 static INT8 FindBestPatient(SOLDIERTYPE* pSoldier, BOOLEAN* pfDoClimb) in FindBestPatient()
377 INT8 DecideAutoBandage( SOLDIERTYPE * pSoldier ) in DecideAutoBandage()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DInterface_Dialogue.cc1654 SOLDIERTYPE* const pSoldier = FindSoldierByProfileID(FATIMA); in HandleNPCDoAction() local
2073 SOLDIERTYPE* const pSoldier = FindSoldierByProfileID(PACOS); in HandleNPCDoAction() local
2096 SOLDIERTYPE* const pSoldier = FindSoldierByProfileID(PACOS); in HandleNPCDoAction() local
2224 SOLDIERTYPE* const pSoldier = FindSoldierByProfileID(MARTHA); in HandleNPCDoAction() local
3001 SOLDIERTYPE* const pSoldier = FindSoldierByProfileID(QUEEN); in HandleNPCDoAction() local
3718 SOLDIERTYPE* const pSoldier = FindSoldierByProfileID(MANNY); in HandleNPCDoAction() local
3730 SOLDIERTYPE* const pSoldier = FindSoldierByProfileID(BRENDA); in HandleNPCDoAction() local
3744 SOLDIERTYPE* const pSoldier = FindSoldierByProfileID(MIGUEL); in HandleNPCDoAction() local
3817 SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ubTargetNPC); in HandleNPCDoAction() local
4073 UINT32 CalcPatientMedicalCost(const SOLDIERTYPE* const pSoldier) in CalcPatientMedicalCost()
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H A DDrugs_And_Alcohol.cc56 BOOLEAN ApplyDrugs( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject ) in ApplyDrugs()
214 void HandleEndTurnDrugAdjustments( SOLDIERTYPE *pSoldier ) in HandleEndTurnDrugAdjustments()
315 INT8 GetDrugEffect( SOLDIERTYPE *pSoldier, UINT8 ubDrugType ) in GetDrugEffect()
321 void HandleAPEffectDueToDrugs(const SOLDIERTYPE* const pSoldier, UINT8* const pubPoints) in HandleAPEffectDueToDrugs()
360 void HandleBPEffectDueToDrugs( SOLDIERTYPE *pSoldier, INT16 *psPointReduction ) in HandleBPEffectDueToDrugs()
386 INT8 GetDrunkLevel(const SOLDIERTYPE* pSoldier) in GetDrunkLevel()
419 INT32 EffectStatForBeingDrunk(const SOLDIERTYPE* pSoldier, INT32 iStat) in EffectStatForBeingDrunk()
425 BOOLEAN MercUnderTheInfluence(const SOLDIERTYPE* pSoldier) in MercUnderTheInfluence()
H A DSoldier_Control.cc443 void CalcNewActionPoints( SOLDIERTYPE *pSoldier ) in CalcNewActionPoints()
473 void DoNinjaAttack( SOLDIERTYPE *pSoldier ) in DoNinjaAttack()
3628 void StopSoldier( SOLDIERTYPE *pSoldier ) in StopSoldier()
4255 void TurnSoldier( SOLDIERTYPE *pSoldier) in TurnSoldier()
4784 static void AdjustAniSpeed(SOLDIERTYPE* pSoldier) in AdjustAniSpeed()
4949 void SetSoldierAniSpeed(SOLDIERTYPE* pSoldier) in SetSoldierAniSpeed()
5292 void BeginSoldierGetup( SOLDIERTYPE *pSoldier ) in BeginSoldierGetup()
6574 BOOLEAN MercInWater(const SOLDIERTYPE* pSoldier) in MercInWater()
6589 void ReviveSoldier( SOLDIERTYPE *pSoldier ) in ReviveSoldier()
8035 void SoldierCollapse( SOLDIERTYPE *pSoldier ) in SoldierCollapse()
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H A DPoints.cc1206 INT8 MinPtsToMove(const SOLDIERTYPE* const pSoldier) in MinPtsToMove()
1443 INT8 GetAPsToAutoReload( SOLDIERTYPE * pSoldier ) in GetAPsToAutoReload()
1558 UINT16 GetAPsToLook(const SOLDIERTYPE* pSoldier) in GetAPsToLook()
1654 INT8 GetAPsToCutFence( SOLDIERTYPE *pSoldier ) in GetAPsToCutFence()
1660 INT8 GetAPsToBeginFirstAid( SOLDIERTYPE *pSoldier ) in GetAPsToBeginFirstAid()
1666 INT8 GetAPsToBeginRepair( SOLDIERTYPE *pSoldier ) in GetAPsToBeginRepair()
1672 INT8 GetAPsToRefuelVehicle( SOLDIERTYPE *pSoldier ) in GetAPsToRefuelVehicle()
1737 UINT16 GetAPsToDropBomb( SOLDIERTYPE *pSoldier ) in GetAPsToDropBomb()
1750 UINT16 GetAPsToUseRemote( SOLDIERTYPE *pSoldier ) in GetAPsToUseRemote()
1788 INT8 GetAPsToJumpOver(const SOLDIERTYPE* pSoldier) in GetAPsToJumpOver()
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H A DMorale.cc79 INT8 GetMoraleModifier( const SOLDIERTYPE * pSoldier ) in GetMoraleModifier()
115 static void DecayTacticalMorale(SOLDIERTYPE* pSoldier) in DecayTacticalMorale()
133 static void DecayStrategicMorale(SOLDIERTYPE* pSoldier) in DecayStrategicMorale()
255 void RefreshSoldierMorale( SOLDIERTYPE * pSoldier ) in RefreshSoldierMorale()
281 static void UpdateSoldierMorale(SOLDIERTYPE* pSoldier, UINT8 ubType, INT8 bMoraleMod) in UpdateSoldierMorale()
408 static void HandleMoraleEventForSoldier(SOLDIERTYPE* pSoldier, INT8 bMoraleEvent) in HandleMoraleEventForSoldier()
414 void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, INT16 sMapY, INT8 bM… in HandleMoraleEvent()
833 void DailyMoraleUpdate(SOLDIERTYPE *pSoldier) in DailyMoraleUpdate()
H A DSoldier_Ani.cc100 BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier ) in AdjustToNextAnimationFrame()
2570 static BOOLEAN ShouldMercSayHappyWithGunQuote(SOLDIERTYPE* pSoldier) in ShouldMercSayHappyWithGunQuote()
2870 BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse ) in HandleSoldierDeath()
3018 void HandlePlayerTeamMemberDeathAfterSkullAnimation(SOLDIERTYPE* pSoldier) in HandlePlayerTeamMemberDeathAfterSkullAnimation()
3031 void CheckForAndHandleSoldierDeath(SOLDIERTYPE* pSoldier, BOOLEAN* pfMadeCorpse) in CheckForAndHandleSoldierDeath()
3063 static void CheckForAndHandleSoldierIncompacitated(SOLDIERTYPE* pSoldier) in CheckForAndHandleSoldierIncompacitated()
3204 BOOLEAN CheckForAndHandleSoldierDyingNotFromHit( SOLDIERTYPE *pSoldier ) in CheckForAndHandleSoldierDyingNotFromHit()
3257 static BOOLEAN CheckForImproperFireGunEnd(SOLDIERTYPE* pSoldier) in CheckForImproperFireGunEnd()
3282 static BOOLEAN HandleUnjamAnimation(SOLDIERTYPE* pSoldier) in HandleUnjamAnimation()
3363 void HandleCheckForDeathCommonCode(SOLDIERTYPE* const pSoldier) in HandleCheckForDeathCommonCode()
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H A DItems.cc272 BOOLEAN WeaponInHand(const SOLDIERTYPE* const pSoldier) in WeaponInHand()
335 INT8 FindObj(const SOLDIERTYPE* pSoldier, UINT16 usItem) in FindObj()
349 INT8 FindUsableObj( const SOLDIERTYPE * pSoldier, UINT16 usItem ) in FindUsableObj()
382 INT8 FindExactObj( const SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj ) in FindExactObj()
534 INT8 FindGLGrenade( const SOLDIERTYPE * pSoldier ) in FindGLGrenade()
548 INT8 FindThrowableGrenade( const SOLDIERTYPE * pSoldier ) in FindThrowableGrenade()
1464 BOOLEAN AutoReload( SOLDIERTYPE * pSoldier ) in AutoReload()
2944 SOLDIERTYPE* const pSoldier = FindSoldierByProfileID(ubProfile); in PlaceObjectInSoldierProfile() local
3342 void SwapHandItems( SOLDIERTYPE * pSoldier ) in SwapHandItems()
3589 void ActivateXRayDevice( SOLDIERTYPE * pSoldier ) in ActivateXRayDevice()
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H A DSoldier_Tile.cc42 void SetDelayedTileWaiting( SOLDIERTYPE *pSoldier, INT16 sCauseGridNo, INT8 bValue ) in SetDelayedTileWaiting()
76 static void SetFinalTile(SOLDIERTYPE* pSoldier, INT16 sGridNo, BOOLEAN fGivenUp) in SetFinalTile()
130 static INT8 TileIsClear(SOLDIERTYPE* pSoldier, INT8 bDirection, INT16 sGridNo, INT8 bLevel) in TileIsClear()
287 BOOLEAN HandleNextTile( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT16 sFinalDestTile… in HandleNextTile()
394 void HandleNextTileWaiting(SOLDIERTYPE* const pSoldier) in HandleNextTileWaiting()
H A DOppList.cc1039 void EndMuzzleFlash( SOLDIERTYPE * pSoldier ) in EndMuzzleFlash()
1101 static INT8 DecideHearing(const SOLDIERTYPE* pSoldier) in DecideHearing()
1958 static void DecideTrueVisibility(SOLDIERTYPE* pSoldier) in DecideTrueVisibility()
1994 SOLDIERTYPE* const pSoldier = *i; in OtherTeamsLookForMan() local
2049 static void AddOneOpponent(SOLDIERTYPE* pSoldier) in AddOneOpponent()
2087 static void RemoveOneOpponent(SOLDIERTYPE* pSoldier) in RemoveOneOpponent()
2108 void RemoveManAsTarget(SOLDIERTYPE *pSoldier) in RemoveManAsTarget()
3395 UINT8 DoorOpeningNoise( SOLDIERTYPE *pSoldier ) in DoorOpeningNoise()
4329 void VerifyAndDecayOpplist(SOLDIERTYPE *pSoldier) in VerifyAndDecayOpplist()
4422 void DecayIndividualOpplist(SOLDIERTYPE *pSoldier) in DecayIndividualOpplist()
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H A DOverhead.cc268 void AddMercSlot(SOLDIERTYPE* pSoldier) in AddMercSlot()
275 BOOLEAN RemoveMercSlot(SOLDIERTYPE* pSoldier) in RemoveMercSlot()
322 INT32 AddAwaySlot(SOLDIERTYPE* pSoldier) in AddAwaySlot()
330 BOOLEAN RemoveAwaySlot(SOLDIERTYPE* pSoldier) in RemoveAwaySlot()
349 INT32 MoveSoldierFromMercToAwaySlot(SOLDIERTYPE* pSoldier) in MoveSoldierFromMercToAwaySlot()
606 SOLDIERTYPE* pSoldier = MercSlots[cnt]; in ExecuteOverhead() local
1747 static void HandleMaryArrival(SOLDIERTYPE* pSoldier) in HandleMaryArrival()
1775 static void HandleJohnArrival(SOLDIERTYPE* pSoldier) in HandleJohnArrival()
2685 void SetSoldierNonNeutral(SOLDIERTYPE* pSoldier) in SetSoldierNonNeutral()
2697 void SetSoldierNeutral(SOLDIERTYPE* pSoldier) in SetSoldierNeutral()
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H A DTeamTurns.cc377 void DisplayHiddenInterrupt( SOLDIERTYPE * pSoldier ) in DisplayHiddenInterrupt()
641 SOLDIERTYPE* const pSoldier = RemoveFirstAIListEntry(); in StartInterrupt() local
894 BOOLEAN StandardInterruptConditionsMet(const SOLDIERTYPE* const pSoldier, const SOLDIERTYPE* const … in StandardInterruptConditionsMet()
1116 INT8 CalcInterruptDuelPts(const SOLDIERTYPE* const pSoldier, const SOLDIERTYPE* const opponent, BOO… in CalcInterruptDuelPts()
1275 BOOLEAN InterruptDuel( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOpponent) in InterruptDuel()
1502 void ResolveInterruptsVs( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType) in ResolveInterruptsVs()
1714 BOOLEAN NPCFirstDraw( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier ) in NPCFirstDraw()
H A DWeapons.cc208 INT8 ArmourPercent(const SOLDIERTYPE* pSoldier) in ArmourPercent()
278 INT8 ArmourVersusExplosivesPercent( SOLDIERTYPE * pSoldier ) in ArmourVersusExplosivesPercent()
357 BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier ) in CheckForGunJam()
439 BOOLEAN OKFireWeapon( SOLDIERTYPE *pSoldier ) in OKFireWeapon()
479 BOOLEAN FireWeapon( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo ) in FireWeapon()
700 static BOOLEAN UseGun(SOLDIERTYPE* pSoldier, INT16 sTargetGridNo) in UseGun()
1046 static void UseBlade(SOLDIERTYPE* const pSoldier, INT16 const sTargetGridNo) in UseBlade()
1408 static void UseThrown(SOLDIERTYPE* const pSoldier, INT16 const sTargetGridNo) in UseThrown()
1476 static BOOLEAN UseLauncher(SOLDIERTYPE* pSoldier, INT16 sTargetGridNo) in UseLauncher()
2039 BOOLEAN InRange(const SOLDIERTYPE* pSoldier, INT16 sGridNo) in InRange()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Laptop/
H A DInsurance_Contract.cc390 static BOOLEAN DisplayOrderGrid(const UINT8 ubGridNumber, SOLDIERTYPE* const pSoldier) in DisplayOrderGrid()
718 const SOLDIERTYPE* const pSoldier = FindSoldierByProfileIDOnPlayerTeam(ubMercID); in CalculateInsuranceContractCost() local
837 void AddLifeInsurancePayout(SOLDIERTYPE* const pSoldier) in AddLifeInsurancePayout()
1009 static BOOLEAN MercIsInsurable(const SOLDIERTYPE* pSoldier) in MercIsInsurable()
1045 static UINT32 GetTimeRemainingOnSoldiersInsuranceContract(const SOLDIERTYPE* pSoldier) in GetTimeRemainingOnSoldiersInsuranceContract()
1061 static UINT32 GetTimeRemainingOnSoldiersContract(const SOLDIERTYPE* pSoldier) in GetTimeRemainingOnSoldiersContract()
1084 void PurchaseOrExtendInsuranceForSoldier( SOLDIERTYPE *pSoldier, UINT32 uiInsuranceLength ) in PurchaseOrExtendInsuranceForSoldier()
1154 static BOOLEAN CanSoldierExtendInsuranceContract(const SOLDIERTYPE* pSoldier) in CanSoldierExtendInsuranceContract()
1163 static INT32 CalculateSoldiersInsuranceContractLength(const SOLDIERTYPE* pSoldier) in CalculateSoldiersInsuranceContractLength()
1206 static INT32 CalcStartDayOfInsurance(SOLDIERTYPE* pSoldier) in CalcStartDayOfInsurance()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Strategic/
H A DScheduling.cc173 SOLDIERTYPE* const pSoldier = pSchedule->soldier; in ProcessTacticalSchedule() local
554 SOLDIERTYPE* const pSoldier = WhoIsThere2(sGridNo, 0); in BumpAnyExistingMerc() local
587 SOLDIERTYPE* const pSoldier = pSchedule->soldier; in AutoProcessSchedule() local
700 static void PostSchedule(SOLDIERTYPE* pSoldier) in PostSchedule()
880 static void PostDefaultSchedule(SOLDIERTYPE* pSoldier) in PostDefaultSchedule()
1008 void PostNextSchedule( SOLDIERTYPE *pSoldier ) in PostNextSchedule()
1048 BOOLEAN ExtractScheduleDoorLockAndUnlockInfo( SOLDIERTYPE * pSoldier, UINT32 * puiOpeningTime, UINT… in ExtractScheduleDoorLockAndUnlockInfo()
1155 static void SecureSleepSpot(SOLDIERTYPE* const pSoldier, UINT16 const usSleepSpot) in SecureSleepSpot()
H A DMerc_Contract.cc135 …SOLDIERTYPE* const pSoldier = FindSoldierByProfileID(ContractRenewalList[ubCurrentContractRenewal]… in HandleContractRenewalSequence() local
463 static void HandleSoldierLeavingWithLowMorale(SOLDIERTYPE* pSoldier) in HandleSoldierLeavingWithLowMorale()
847 static void HandleExtendMercsContract(SOLDIERTYPE* pSoldier) in HandleExtendMercsContract()
940 static void HandleNotifyPlayerCanAffordInsurance(SOLDIERTYPE* pSoldier, UINT8 ubLength, INT32 iCost) in HandleNotifyPlayerCanAffordInsurance()
978 static void HandleUniqueEventWhenPlayerLeavesTeam(SOLDIERTYPE* pSoldier) in HandleUniqueEventWhenPlayerLeavesTeam()
995 UINT32 GetHourWhenContractDone( SOLDIERTYPE *pSoldier ) in GetHourWhenContractDone()
1006 static BOOLEAN ContractIsExpiring(SOLDIERTYPE* pSoldier) in ContractIsExpiring()
1027 static BOOLEAN ContractIsGoingToExpireSoon(SOLDIERTYPE* pSoldier) in ContractIsGoingToExpireSoon()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Utils/
H A DEvent_Pump.cc178 SOLDIERTYPE* pSoldier = GetSoldier(SGetNewPath.usSoldierID); in ExecuteGameEvent() local
197 SOLDIERTYPE* pSoldier = GetSoldier(SSetDesiredDirection.usSoldierID); in ExecuteGameEvent() local
217 SOLDIERTYPE* pSoldier = GetSoldier(SBeginFireWeapon.usSoldierID); in ExecuteGameEvent() local
240 SOLDIERTYPE* pSoldier = GetSoldier(SFireWeapon.usSoldierID); in ExecuteGameEvent() local

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