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Searched refs:CalcActionPoints (Results 1 – 9 of 9) sorted by relevance

/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TacticalAI/
H A DPanicButtons.cc229 if ( iAPCost <= CalcActionPoints( pSoldier ) * 2) in PossiblyMakeThisEnemyChosenOne()
H A DFindLocations.cc695 Threat[uiThreatCnt].iAPs = CalcActionPoints(pOpponent); in FindBestNearbyCover()
768 gubNPCAPBudget = CalcActionPoints( pSoldier ); in FindBestNearbyCover()
1101 gubNPCAPBudget = __min( pSoldier->bActionPoints / 2, CalcActionPoints( pSoldier ) ); in FindSpotMaxDistFromOpponents()
H A DDecideAction.cc3233 …UINT8 const ubBurstAPs = CalcAPsToBurst(CalcActionPoints(pSoldier), pSoldier->inv[BestAttack.bWeap… in DecideActionBlack()
3269 …PCost = BestAttack.ubAPCost - BestAttack.ubAimTime + CalcAPsToBurst(CalcActionPoints(pSoldier), pS… in DecideActionBlack()
H A DAttacks.cc119 UINT8 const ubBurstAPs = CalcAPsToBurst(CalcActionPoints(pSoldier), pSoldier->inv[HANDPOS]); in CalcBestShot()
H A DAIUtils.cc1854 iThreatValue += CalcActionPoints(pEnemy); in CalcManThreatValue()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DPoints.cc885 s->bDoBurst ? CalcAPsToBurst(CalcActionPoints(s), in_hand) : in CalcTotalAPsToAttack()
1133 INT8 const full_aps = CalcActionPoints(&s); in MinAPsToShootOrStab()
1714 INT32 const full_ap = CalcActionPoints(&s); in MinAPsToThrow()
H A DSoldier_Control.h950 INT8 CalcActionPoints(const SOLDIERTYPE*);
H A DSoldier_Create.cc217 s->bActionPoints = CalcActionPoints(s); in TacticalCreateSoldier()
H A DSoldier_Control.cc341 INT8 CalcActionPoints(const SOLDIERTYPE* const pSold) in CalcActionPoints() function
461 pSoldier->bActionPoints += CalcActionPoints( pSoldier); in CalcNewActionPoints()