Searched defs:player_visibility (Results 1 – 7 of 7) sorted by relevance
/dports/games/d2x/d2x-0.2.5/main/ |
H A D | ai2.c | 1309 …t_to_player, vms_vector *vec_to_player, fix circle_distance, int evade_only, int player_visibility) in ai_move_relative_to_player() 1472 void do_firing_stuff(object *obj, int player_visibility, vms_vector *vec_to_player) in do_firing_stuff() 1559 …bjp, vms_vector *pos, ai_local *ailp, vms_vector *vec_to_player, int *player_visibility, robot_inf… in compute_vis_and_vec() 2300 void do_boss_stuff(object *objp, int player_visibility) in do_boss_stuff() 2444 …vector *vec_to_player, fix dist_to_player, vms_vector *gun_point, int player_visibility, int objec… in ai_do_actual_firing_stuff()
|
H A D | escort.c | 1062 void do_escort_frame(object *objp, fix dist_to_player, int player_visibility) in do_escort_frame() 1184 void do_snipe_frame(object *objp, fix dist_to_player, int player_visibility, vms_vector *vec_to_pla… in do_snipe_frame() 1320 void do_thief_frame(object *objp, fix dist_to_player, int player_visibility, vms_vector *vec_to_pla… in do_thief_frame()
|
H A D | aipath.c | 995 void ai_follow_path(object *objp, int player_visibility, int previous_visibility, vms_vector *vec_t… in ai_follow_path() 1319 void ai_path_set_orient_and_vel(object *objp, vms_vector *goal_point, int player_visibility, vms_ve… in ai_path_set_orient_and_vel()
|
H A D | ai.c | 565 int player_visibility=-1; in do_ai_frame() local
|
/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/ |
H A D | ai.cpp | 1433 …onst fix circle_distance, const int evade_only, const robot_to_player_visibility_state &player_vis… in ai_move_relative_to_player() 1564 …(object &obj, const player_flags powerup_flags, const robot_to_player_visibility_state &player_vis… in do_firing_stuff() 1666 …nfo &player_info, vms_vector &pos, ai_local &ailp, robot_to_player_visibility_state &player_visibi… in compute_vis_and_vec() 1753 …bjptridx_t buddy_obj, const vms_vector &buddy_pos, robot_to_player_visibility_state &player_visibi… in compute_buddy_vis_vec() 2563 …fvmsegptridx &vmsegptridx, const vmobjptridx_t objp, const player_visibility_state player_visibili… in do_d1_boss_stuff() 2620 … const vmobjptridx_t objp, const fix dist_to_player, const player_visibility_state player_visibili… in do_super_boss_stuff() 2664 …fvmsegptridx &vmsegptridx, const vmobjptridx_t objp, const player_visibility_state player_visibili… in do_d2_boss_stuff() 2753 …ix dist_to_player, const vms_vector &gun_point, const robot_to_player_visibility_state &player_vis… in ai_do_actual_firing_stuff() 2830 …onst fix dist_to_player, vms_vector &gun_point, const robot_to_player_visibility_state &player_vis… in ai_do_actual_firing_stuff() 3282 robot_to_player_visibility_state player_visibility; in do_ai_frame() local
|
H A D | aipath.cpp | 953 void ai_follow_path(const vmobjptridx_t objp, const player_visibility_state player_visibility, cons… in ai_follow_path() 1283 , const player_visibility_state player_visibility, const vms_vector *const vec_to_player in ai_path_set_orient_and_vel()
|
/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/d2x-rebirth/main/ |
H A D | escort.cpp | 1202 …rame(const vmobjptridx_t objp, const object &plrobj, const player_visibility_state player_visibili… in do_escort_frame() 1331 …(const vmobjptridx_t objp, const fix dist_to_player, const player_visibility_state player_visibili… in do_snipe_frame() 1434 …(const vmobjptridx_t objp, const fix dist_to_player, const player_visibility_state player_visibili… in do_thief_frame()
|