/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TacticalAI/ |
H A D | AIMain.cc | 91 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 [all …]
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H A D | Realtime.cc | 19 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()
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H A D | Movement.cc | 23 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()
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H A D | AIUtils.cc | 74 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() [all …]
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H A D | PanicButtons.cc | 55 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()
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H A D | CreatureDecideAction.cc | 153 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()
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H A D | DecideAction.cc | 51 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()
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H A D | Attacks.cc | 43 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() [all …]
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H A D | Medical.cc | 165 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()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/ |
H A D | Interface_Dialogue.cc | 1654 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() [all …]
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H A D | Drugs_And_Alcohol.cc | 56 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()
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H A D | Soldier_Control.cc | 443 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() [all …]
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H A D | Points.cc | 1206 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() [all …]
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H A D | Morale.cc | 79 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()
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H A D | Soldier_Ani.cc | 100 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() [all …]
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H A D | Items.cc | 272 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() [all …]
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H A D | Soldier_Tile.cc | 42 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()
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H A D | OppList.cc | 1039 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() [all …]
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H A D | Overhead.cc | 268 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() [all …]
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H A D | TeamTurns.cc | 377 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()
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H A D | Weapons.cc | 208 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() [all …]
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Laptop/ |
H A D | Insurance_Contract.cc | 390 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()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Strategic/ |
H A D | Scheduling.cc | 173 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()
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H A D | Merc_Contract.cc | 135 …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()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Utils/ |
H A D | Event_Pump.cc | 178 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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