Searched refs:CalcActionPoints (Results 1 – 9 of 9) sorted by relevance
229 if ( iAPCost <= CalcActionPoints( pSoldier ) * 2) in PossiblyMakeThisEnemyChosenOne()
695 Threat[uiThreatCnt].iAPs = CalcActionPoints(pOpponent); in FindBestNearbyCover()768 gubNPCAPBudget = CalcActionPoints( pSoldier ); in FindBestNearbyCover()1101 gubNPCAPBudget = __min( pSoldier->bActionPoints / 2, CalcActionPoints( pSoldier ) ); in FindSpotMaxDistFromOpponents()
3233 …UINT8 const ubBurstAPs = CalcAPsToBurst(CalcActionPoints(pSoldier), pSoldier->inv[BestAttack.bWeap… in DecideActionBlack()3269 …PCost = BestAttack.ubAPCost - BestAttack.ubAimTime + CalcAPsToBurst(CalcActionPoints(pSoldier), pS… in DecideActionBlack()
119 UINT8 const ubBurstAPs = CalcAPsToBurst(CalcActionPoints(pSoldier), pSoldier->inv[HANDPOS]); in CalcBestShot()
1854 iThreatValue += CalcActionPoints(pEnemy); in CalcManThreatValue()
885 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()
950 INT8 CalcActionPoints(const SOLDIERTYPE*);
217 s->bActionPoints = CalcActionPoints(s); in TacticalCreateSoldier()
341 INT8 CalcActionPoints(const SOLDIERTYPE* const pSold) in CalcActionPoints() function461 pSoldier->bActionPoints += CalcActionPoints( pSoldier); in CalcNewActionPoints()