/dports/games/7kaa/7kaa-2.15.4p1/src/ |
H A D | OF_INN2.cpp | 116 int raceId = unit_res[innUnit->unit_id]->race_id; in think_hire_spy() local 131 int FirmInn::think_assign_spy_to(int raceId, int innUnitRecno) in think_assign_spy_to() 193 int raceId = unit_res[innUnit->unit_id]->race_id; in think_hire_general() local 208 int FirmInn::think_assign_general_to(int raceId, int innUnitRecno) in think_assign_general_to()
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H A D | OAI_ACT2.cpp | 52 int raceId = actionNode->action_para2; in ai_build_firm() local 130 int raceId; // the race of the needed unit in ai_assign_overseer() local 367 int raceId = townPtr->pick_random_race(0, 1); // 0-don't pick has job unit, 1-pick spies in ai_settle_to_other_town() local 447 int raceId = townPtr->pick_random_race(0, 1); // 0-don't pick has job unit, 1-pick spies in ai_scout() local
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H A D | OAI_SPY.cpp | 52 int Nation::ai_assign_spy_to_town(int townRecno, int raceId) in ai_assign_spy_to_town() 97 int raceId = firmPtr->majority_race(); in ai_assign_spy_to_firm() local 358 int Nation::think_assign_spy_target_camp(int raceId, int regionId) in think_assign_spy_target_camp() 410 int Nation::think_assign_spy_target_town(int raceId, int regionId) in think_assign_spy_target_town() 471 int Nation::think_assign_spy_own_town(int raceId, int regionId) in think_assign_spy_own_town()
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H A D | OTOWN.cpp | 76 void Town::init(int nationRecno, int raceId, int xLoc, int yLoc) in init() 1054 void Town::dec_pop(int raceId, int unitHasJob) in dec_pop() 1173 int Town::race_harmony(int raceId) in race_harmony() 1402 void Town::change_loyalty(int raceId, float loyaltyChange) in change_loyalty() 1967 int Town::create_rebel_unit(int raceId, int isLeader) in create_rebel_unit() 2190 int i, j, raceId, migratedCount, townDistance; in think_migrate() local 2826 int popSum=0, raceId=0; in mobilize_defender() local 3775 int raceId = firstRaceId; in auto_set_layout() local 4014 int Town::can_recruit(int raceId) in can_recruit() 4046 int Town::can_train(int raceId) in can_train() [all …]
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H A D | OAI_UNIT.cpp | 40 Unit* Nation::get_skilled_unit(int skillId, int raceId, ActionNode* actionNode) in get_skilled_unit() 125 Unit* Nation::find_skilled_unit(int skillId, int raceId, short destX, short destY, char& resultFlag… in find_skilled_unit() 276 int Nation::hire_unit(int skillId, int raceId, short destX, short destY) in hire_unit() 373 int Nation::train_unit(int skillId, int raceId, short destX, short destY, int& trainTownRecno, int … in train_unit() 445 int needSpecificRace, raceId; // the race of the needed unit in recruit_jobless_worker() local
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H A D | OTOWNIND.cpp | 173 int maxPop=0, raceId=0; in form_new_nation() local 302 int i, bestNationRecno=0, curRating, raceId, bestRaceId=0; in think_independent_unit_join_nation() local 383 int Town::independent_unit_join_nation(int raceId, int toNationRecno) in independent_unit_join_nation()
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H A D | OTOWNIF.cpp | 403 int raceId = race_filter(browse_race.recno()); in disp_main_menu() local 574 int raceId = race_filter(browse_race.recno()); in detect_main_menu() local 801 int raceId = race_filter(recNo); in put_race_rec() local 1694 int Town::recruit(int trainSkillId, int raceId, char remoteAction) in recruit() 1911 int Town::recruit_dec_loyalty(int raceId, int decNow) in recruit_dec_loyalty() 1944 int raceId = unitPtr->race_id; in process_train() local 2058 char skillId, raceId; in process_queue() local 2087 void Town::add_queue(char skillId, char raceId, int amount) in add_queue() 2156 int raceId = race_filter(browse_race.recno()); in disp_debug_resistance() local
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H A D | OTOWNRES.cpp | 275 int raceId=0; in load_town_name() local 320 int TownRes::scan_build(int slotId, int raceId) in scan_build() 438 int TownRes::get_new_name_id(int raceId) in get_new_name_id()
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H A D | OAI_CAPT.cpp | 282 int Nation::capture_build_camp(int townRecno, int raceId, int captureUnitRecno) in capture_build_camp() 357 int Nation::find_best_capturer(int townRecno, int raceId, int& bestTargetResistance) in find_best_capturer() 512 int Nation::hire_best_capturer(int townRecno, int raceId) in hire_best_capturer()
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H A D | ORACERES.cpp | 161 int raceId=0, isFirstName; in load_name() local 476 RaceInfo* RaceRes::operator[](int raceId) in operator []()
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H A D | OAI_TOWN.cpp | 94 for( int raceId=1 ; raceId<=MAX_RACE ; raceId++ ) in optimize_town_race_region() local
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H A D | OTOWNAI.cpp | 1132 int mostRaceId1, mostRaceId2, raceId=0; in think_split_town() local 1196 int raceId, rc, loopCount; in think_move_between_town() local 1242 int Town::ai_settle_new(int raceId) in ai_settle_new() 1618 for( int raceId=1 ; raceId<=MAX_RACE ; raceId++ ) in think_spying_town() local 1650 int Town::think_spying_town_assign_to(int raceId) in think_spying_town_assign_to()
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H A D | OBATTLE.cpp | 387 int raceId; in create_ai_nation() local 553 int i, j, raceId; in create_pregame_object() local 772 int Battle::create_town(int nationRecno, int raceId, int& xLoc, int& yLoc) in create_town()
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H A D | OAI_MAIN.cpp | 57 void Nation::init(int nationType, int raceId, int colorSchemeId, uint32_t playerId) in init()
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H A D | OTOWNA.cpp | 125 int TownArray::add_town(int nationRecno, int raceId, int xLoc, int yLoc) in add_town() 298 int raceId = random_race(); in think_new_independent_town() local
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H A D | OF_CAMP2.cpp | 430 int raceId; in ai_recruit() local 919 int FirmCamp::think_assign_better_overseer2(int targetTownRecno, int raceId) in think_assign_better_overseer2() 1036 int FirmCamp::think_capture_use_spy2(Town* targetTown, int raceId, int curSpyLevel) in think_capture_use_spy2()
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H A D | OFIRM.cpp | 1073 int Firm::assign_settle(int raceId, int unitLoyalty, int isOverseer) in assign_settle() 2013 int Firm::pull_town_people(int townRecno, char remoteAction, int raceId, int forcePull) in pull_town_people() 2637 int loopCount=0, townRecno, raceId; in resign_all_worker() local 2739 int i, j, raceId, workerId; in think_worker_migrate() local 2860 int raceId = workerPtr->race_id; in worker_migrate() local
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H A D | ONATIONB.cpp | 110 void NationBase::init(int nationType, int raceId, int colorSchemeId, uint32_t playerId) in init() 1667 for(int raceId=1 ; raceId<=MAX_RACE ; raceId++ ) in succeed_king() local 1808 void NationBase::change_all_people_loyalty(int loyaltyChange, int raceId) in change_all_people_loyalty()
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H A D | OAI_MAR3.cpp | 94 int raceId = bestTown->majority_race(); in ai_settle_to_region() local
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H A D | OFIRMIF3.cpp | 486 int raceId, unitLoyalty, unitId, rankId; in disp_bribe_unit() local
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H A D | OR_TECH.cpp | 335 static void disp_scroll(int x, int y, int raceId) in disp_scroll()
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H A D | ONATIONA.cpp | 114 int NationArray::new_nation(int nationType, int raceId, int colorSchemeId, uint32_t dpPlayerId) in new_nation()
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/dports/games/openmw/openmw-openmw-0.47.0/apps/openmw/mwgui/ |
H A D | race.cpp | 171 void RaceDialog::setRaceId(const std::string &raceId) in setRaceId() 266 const std::string *raceId = mRaceList->getItemDataAt<std::string>(_index); in onSelectRace() local
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H A D | spellwindow.cpp | 150 std::string raceId = player.get<ESM::NPC>()->mBase->mRace; in askDeleteSpell() local
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/dports/games/openmw/openmw-openmw-0.47.0/apps/opencs/model/world/ |
H A D | actoradapter.cpp | 297 std::string raceId = mReferenceables.getId(row); in handleRacesInserted() local 317 std::string raceId = mRaces.getId(row); in handleRaceChanged() local 332 std::string raceId = mRaces.getId(row); in handleRacesAboutToBeRemoved() local
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