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Searched refs:BS_HUNT_AND_KILL (Results 1 – 23 of 23) sorted by relevance

/dports/games/openjk/OpenJK-07675e2/code/game/
H A DNPC.cpp1373 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()
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H A DAI_Default.cpp40 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()
H A Dbstate.h47 BS_HUNT_AND_KILL, enumerator
H A DAI_Civilian.cpp39 && bState != BS_HUNT_AND_KILL in NPC_BSCivilian_Default()
H A DNPC_behavior.cpp486 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()
H A DNPC_reactions.cpp656 if( NPCInfo->behaviorState != BS_HUNT_AND_KILL && !NPCInfo->tempBehavior ) in NPC_Touch()
H A DAI_HazardTrooper.cpp1535 case BS_HUNT_AND_KILL: in NPC_BehaviorSet_Trooper()
H A DNPC_combat.cpp1590 NPCInfo->behaviorState == BS_HUNT_AND_KILL ) in NPC_PickEnemy()
H A DAI_Jedi.cpp6854 if ( NPCInfo->tempBehavior == BS_HUNT_AND_KILL ) in Jedi_Attack()
/dports/games/openjk/OpenJK-07675e2/codeJK2/game/
H A DNPC.cpp1276 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 …]
H A DAI_Default.cpp44 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()
H A Dbstate.h46 BS_HUNT_AND_KILL, enumerator
H A DNPC_behavior.cpp479 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()
H A DNPC_reactions.cpp592 if( NPCInfo->behaviorState != BS_HUNT_AND_KILL && !NPCInfo->tempBehavior ) in NPC_Touch()
H A DNPC_combat.cpp1387 NPCInfo->behaviorState == BS_HUNT_AND_KILL ) in NPC_PickEnemy()
H A DAI_Jedi.cpp5111 if ( NPCInfo->tempBehavior == BS_HUNT_AND_KILL ) in Jedi_Attack()
/dports/games/openjk/OpenJK-07675e2/codemp/game/
H A DNPC.c963 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 …]
H A DNPC_AI_Default.c39 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()
H A DNPC_behavior.c478 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()
H A DNPC_reactions.c630 if( NPCS.NPCInfo->behaviorState != BS_HUNT_AND_KILL && !NPCS.NPCInfo->tempBehavior ) in NPC_Touch()
H A Dg_public.h138 BS_HUNT_AND_KILL, enumerator
H A DNPC_combat.c1489 NPCS.NPCInfo->behaviorState == BS_HUNT_AND_KILL ) in NPC_PickEnemy()
H A DNPC_AI_Jedi.c6027 if ( NPCS.NPCInfo->tempBehavior == BS_HUNT_AND_KILL ) in Jedi_Attack()