Searched refs:AI_ACTION_CHANGE_FACING (Results 1 – 6 of 6) sorted by relevance
362 …if (pSoldier->bLastAction != AI_ACTION_CHANGE_FACING && (GetAPsToLook( pSoldier ) <= pSoldier->bAc… in CreatureDecideActionGreen()406 return(AI_ACTION_CHANGE_FACING); in CreatureDecideActionGreen()475 return(AI_ACTION_CHANGE_FACING); in CreatureDecideActionYellow()790 return(AI_ACTION_CHANGE_FACING); in CreatureDecideActionRed()1281 return(AI_ACTION_CHANGE_FACING); in CreatureDecideActionBlack()1529 return(AI_ACTION_CHANGE_FACING); in CrowDecideActionGreen()
538 return( AI_ACTION_CHANGE_FACING ); in DecideActionBoxerEnteringRing()586 return( AI_ACTION_CHANGE_FACING ); in DecideActionNamedNPC()719 return( AI_ACTION_CHANGE_FACING ); in DecideActionGreen()1058 return(AI_ACTION_CHANGE_FACING); in DecideActionGreen()1157 return(AI_ACTION_CHANGE_FACING); in DecideActionYellow()2060 return(AI_ACTION_CHANGE_FACING); in DecideActionRed()2266 return(AI_ACTION_CHANGE_FACING); in DecideActionRed()2312 return(AI_ACTION_CHANGE_FACING); in DecideActionRed()2415 return( AI_ACTION_CHANGE_FACING ); in DecideActionRed()3198 return(AI_ACTION_CHANGE_FACING); in DecideActionBlack()[all …]
57 AI_ACTION_CHANGE_FACING, // turn to face a different direction enumerator
755 if ((pSoldier->bAction == AI_ACTION_CHANGE_FACING) && pSoldier->bActionInProgress) in FreeUpNPCFromTurning()962 …if ((pSoldier->bAction == AI_ACTION_CHANGE_FACING) && (pSoldier->bDesiredDirection != pSoldier->us… in ActionInProgress()1360 case AI_ACTION_CHANGE_FACING: // turn this way & that to look in ExecuteAction()
446 case AI_ACTION_CHANGE_FACING: // turn to face another direction in IsActionAffordable()
3291 pSoldier->bNextAction = AI_ACTION_CHANGE_FACING; in MakeNPCGrumpyForMinorOffense()