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Searched refs:passable (Results 101 – 125 of 638) sorted by relevance

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/dports/games/corsix-th/CorsixTH-0.65.1/CorsixTH/Src/
H A Dth_map.h132 bool passable; //!< Pathfinding: Can walk on this tile member
H A Dth_lua_map.cpp249 pNode->flags.passable |= pNode->flags.passable_if_not_for_blueprint; in l_map_updateblueprint()
264 pNode->flags.passable_if_not_for_blueprint = pNode->flags.passable; in l_map_updateblueprint()
697 pNode->flags.passable |= pNode->flags.passable_if_not_for_blueprint; in l_map_mark_room()
/dports/graphics/povray37/povray-3.7.0.10/libraries/tiff/contrib/mac-cw/
H A Dmetrowerks.note57 library, a passable "tiffinfo" program, and the projects used
/dports/graphics/megapov/megapov-1.2.1/libraries/tiff/contrib/mac-cw/
H A Dmetrowerks.note57 library, a passable "tiffinfo" program, and the projects used
/dports/graphics/povray36/povray-3.6.1/libraries/tiff/contrib/mac-cw/
H A Dmetrowerks.note57 library, a passable "tiffinfo" program, and the projects used
/dports/games/corsix-th/CorsixTH-0.65.1/CorsixTH/Lua/
H A Dworld.lua2072 local function setFootprintTilesPassable(passable)
2075 map:setCellFlags(x + tile[1], y + tile[2], {passable = passable})
2093 table.insert(tiles_passable_flags, map:getCellFlags(x + tile[1], y + tile[2], {}).passable)
2103 if map:getCellFlags(xpos, ypos, flags).roomId == spawn_rooms_id and flags.passable then
2131 map:setCellFlags(x + tile[1], y + tile[2], {passable = tiles_passable_flags[tiles_index]})
2265 if tile.complete_cell or not (tile.passable or tile.only_passable) then
/dports/games/hyperrogue/hyperrogue-12.0f/
H A Dmapeffects.cpp406 c->wall != waVinePlant && !passable(c, NULL, P_MONSTER | P_MIRROR) && in makeflame()
622 if(!passable(c2, NULL, P_MONSTER | P_DEADLY)) in forCellEx()
628 if(d == 0 && !passable(c2, NULL, P_MONSTER | P_DEADLY)) return false; in forCellEx()
629 …if(d == -1 && !passable(c2, NULL, P_MONSTER | P_DEADLY)) forCellEx(c3, c2) if(c3 != c && gravityLe… in forCellEx()
H A Denvironment.cpp213 passable(c2, (qb<qtarg) && !nonAdjacent(c,c2) && !thruVine(c,c2) ?NULL:c, f)) { in computePathdist()
638 if(c->move(i0) && passable(c->move(i0), c, 0)) in moverefresh()
639 if(c->move(i1) && passable(c->move(i1), c, 0)) in moverefresh()
/dports/games/wesnoth/wesnoth-1.14.17/data/campaigns/Secrets_of_the_Ancients/scenarios/
H A D20_North_Knalga.cfg4 # versions of a stone gate, and a passable hex that looks very small to represent a
135 passable=yes
262 # The statues are not passable, but we want the player to be able to *see*
/dports/math/yacas/yacas-1.9.1/tests/
H A Darithmetic.yts172 * But a passable result, for now.
/dports/games/cataclysm-dda-tiles/Cataclysm-DDA-0.F/src/
H A Dmap.h478 return !passable( p ); in impassable()
480 bool passable( const tripoint &p ) const;
481 bool passable( const point &p ) const { in passable() function
482 return passable( tripoint( p, abs_sub.z ) ); in passable()
H A Dcomputer_session.cpp1461 if( here.passable( p + point_north ) ) { in failure_pump_leak()
1464 if( here.passable( p + point_east ) ) { in failure_pump_leak()
1467 if( here.passable( p + point_south ) ) { in failure_pump_leak()
1470 if( here.passable( p + point_west ) ) { in failure_pump_leak()
/dports/games/cataclysm-dda/Cataclysm-DDA-0.F/src/
H A Dmap.h478 return !passable( p ); in impassable()
480 bool passable( const tripoint &p ) const;
481 bool passable( const point &p ) const { in passable() function
482 return passable( tripoint( p, abs_sub.z ) ); in passable()
H A Dcomputer_session.cpp1461 if( here.passable( p + point_north ) ) { in failure_pump_leak()
1464 if( here.passable( p + point_east ) ) { in failure_pump_leak()
1467 if( here.passable( p + point_south ) ) { in failure_pump_leak()
1470 if( here.passable( p + point_west ) ) { in failure_pump_leak()
/dports/www/py-waitress/waitress-2.0.0/docs/
H A Dindex.rst99 ``zope.server``. ``zope.server`` had passable framework-independent test
/dports/science/qmcpack/qmcpack-3.11.0/nexus/examples/qmcpack/rsqmc_pyscf/02_diamond_hf_qmc/
H A DREADME.rst199 Check that the optimization is passable (the high variance here is
/dports/games/nethack33/nethack-3.3.1/dat/
H A Dyendor.des41 # Non passable walls
/dports/games/nethack33-nox11/nethack-3.3.1/dat/
H A Dyendor.des41 # Non passable walls
/dports/games/nethack34/nethack-3.4.3/dat/
H A Dyendor.des41 # Non passable walls
/dports/games/nethack36/NetHack-NetHack-3.6.6_Released/dat/
H A Dyendor.des43 # Non passable walls
/dports/games/nethack36-nox11/NetHack-NetHack-3.6.6_Released/dat/
H A Dyendor.des43 # Non passable walls
/dports/games/nethack34-nox11/nethack-3.4.3/dat/
H A Dyendor.des41 # Non passable walls
/dports/games/vultures-eye/vulture-2.3.67/slashem/dat/
H A Dyendor.des41 # Non passable walls
/dports/games/falconseye/falconseye-1.9.3_11/dat/
H A Dyendor.des41 # Non passable walls
/dports/games/fheroes2/fheroes2-0.9.11/src/fheroes2/maps/
H A Dmaps_tiles.h48 …ool SkipRedrawTileBottom4Hero( const uint8_t tileset, const uint8_t icnIndex, const int passable );

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