/dports/games/openjk/OpenJK-07675e2/code/game/ |
H A D | NPC.cpp | 1373 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Interrogator() 1399 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_ImperialProbe() 1424 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Seeker() 1446 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Remote() 1470 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Sentry() 1492 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Grenadier() 1515 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Tusken() 1538 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Sniper() 1561 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Stormtrooper() 1593 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Jedi() [all …]
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H A D | AI_Default.cpp | 40 case BS_HUNT_AND_KILL: in NPC_LostEnemyDecideChase() 257 …NPC_CheckEnemy( (qboolean)(NPCInfo->tempBehavior != BS_HUNT_AND_KILL), qfalse );//don't find new e… in NPC_BSHuntAndKill() 305 if( NPCInfo->tempBehavior == BS_HUNT_AND_KILL ) in NPC_BSHuntAndKill() 495 if ( NPCInfo->tempBehavior == BS_HUNT_AND_KILL ) in NPC_BSRunAndShoot() 688 NPCInfo->behaviorState = BS_HUNT_AND_KILL; in NPC_BSPatrol()
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H A D | bstate.h | 47 BS_HUNT_AND_KILL, enumerator
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H A D | AI_Civilian.cpp | 39 && bState != BS_HUNT_AND_KILL in NPC_BSCivilian_Default()
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H A D | NPC_behavior.cpp | 486 NPCInfo->behaviorState = BS_HUNT_AND_KILL; in NPC_CheckInvestigate() 569 if( NPCInfo->tempBehavior == BS_HUNT_AND_KILL ) in NPC_BSFollowLeader_UpdateLeader() 667 NPCInfo->tempBehavior = BS_HUNT_AND_KILL; in NPC_BSFollowLeader_AttackEnemy()
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H A D | NPC_reactions.cpp | 656 if( NPCInfo->behaviorState != BS_HUNT_AND_KILL && !NPCInfo->tempBehavior ) in NPC_Touch()
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H A D | AI_HazardTrooper.cpp | 1535 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Trooper()
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H A D | NPC_combat.cpp | 1590 NPCInfo->behaviorState == BS_HUNT_AND_KILL ) in NPC_PickEnemy()
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H A D | AI_Jedi.cpp | 6854 if ( NPCInfo->tempBehavior == BS_HUNT_AND_KILL ) in Jedi_Attack()
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/dports/games/openjk/OpenJK-07675e2/codeJK2/game/ |
H A D | NPC.cpp | 1276 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Interrogator() 1302 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_ImperialProbe() 1327 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Seeker() 1351 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Remote() 1375 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Sentry() 1397 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Grenadier() 1419 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Sniper() 1442 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Stormtrooper() 1474 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Jedi() 1541 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Mark2() [all …]
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H A D | AI_Default.cpp | 44 case BS_HUNT_AND_KILL: in NPC_LostEnemyDecideChase() 260 …NPC_CheckEnemy( (qboolean)(NPCInfo->tempBehavior != BS_HUNT_AND_KILL), qfalse );//don't find new e… in NPC_BSHuntAndKill() 308 if( NPCInfo->tempBehavior == BS_HUNT_AND_KILL ) in NPC_BSHuntAndKill() 499 if ( NPCInfo->tempBehavior == BS_HUNT_AND_KILL ) in NPC_BSRunAndShoot() 691 NPCInfo->behaviorState = BS_HUNT_AND_KILL; in NPC_BSPatrol()
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H A D | bstate.h | 46 BS_HUNT_AND_KILL, enumerator
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H A D | NPC_behavior.cpp | 479 NPCInfo->behaviorState = BS_HUNT_AND_KILL; in NPC_CheckInvestigate() 552 if( NPCInfo->tempBehavior == BS_HUNT_AND_KILL ) in NPC_BSFollowLeader() 638 NPCInfo->tempBehavior = BS_HUNT_AND_KILL; in NPC_BSFollowLeader() 974 NPCInfo->behaviorState = BS_HUNT_AND_KILL; in NPC_BSSearch() 1614 NPCInfo->behaviorState = BS_HUNT_AND_KILL; in NPC_StartFlee()
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H A D | NPC_reactions.cpp | 592 if( NPCInfo->behaviorState != BS_HUNT_AND_KILL && !NPCInfo->tempBehavior ) in NPC_Touch()
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H A D | NPC_combat.cpp | 1387 NPCInfo->behaviorState == BS_HUNT_AND_KILL ) in NPC_PickEnemy()
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H A D | AI_Jedi.cpp | 5111 if ( NPCInfo->tempBehavior == BS_HUNT_AND_KILL ) in Jedi_Attack()
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/dports/games/openjk/OpenJK-07675e2/codemp/game/ |
H A D | NPC.c | 963 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Interrogator() 989 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_ImperialProbe() 1014 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Seeker() 1050 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Sentry() 1072 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Grenadier() 1094 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Sniper() 1117 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Stormtrooper() 1149 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Jedi() 1216 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Mark2() 1237 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_ATST() [all …]
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H A D | NPC_AI_Default.c | 39 case BS_HUNT_AND_KILL: in NPC_LostEnemyDecideChase() 250 …NPC_CheckEnemy( NPCS.NPCInfo->tempBehavior != BS_HUNT_AND_KILL, qfalse, qtrue );//don't find new e… in NPC_BSHuntAndKill() 298 if( NPCS.NPCInfo->tempBehavior == BS_HUNT_AND_KILL ) in NPC_BSHuntAndKill() 489 if ( NPCS.NPCInfo->tempBehavior == BS_HUNT_AND_KILL ) in NPC_BSRunAndShoot() 682 NPCS.NPCInfo->behaviorState = BS_HUNT_AND_KILL; in NPC_BSPatrol()
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H A D | NPC_behavior.c | 478 NPCS.NPCInfo->behaviorState = BS_HUNT_AND_KILL; in NPC_CheckInvestigate() 551 if( NPCS.NPCInfo->tempBehavior == BS_HUNT_AND_KILL ) in NPC_BSFollowLeader() 634 NPCS.NPCInfo->tempBehavior = BS_HUNT_AND_KILL; in NPC_BSFollowLeader() 972 NPCS.NPCInfo->behaviorState = BS_HUNT_AND_KILL; in NPC_BSSearch() 1625 NPCS.NPCInfo->behaviorState = BS_HUNT_AND_KILL; in NPC_StartFlee()
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H A D | NPC_reactions.c | 630 if( NPCS.NPCInfo->behaviorState != BS_HUNT_AND_KILL && !NPCS.NPCInfo->tempBehavior ) in NPC_Touch()
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H A D | g_public.h | 138 BS_HUNT_AND_KILL, enumerator
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H A D | NPC_combat.c | 1489 NPCS.NPCInfo->behaviorState == BS_HUNT_AND_KILL ) in NPC_PickEnemy()
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H A D | NPC_AI_Jedi.c | 6027 if ( NPCS.NPCInfo->tempBehavior == BS_HUNT_AND_KILL ) in Jedi_Attack()
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