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Searched refs:G_VisToPM (Results 1 – 13 of 13) sorted by relevance

/dports/games/ufoai/ufoai-2.5-source/src/game/
H A Dg_morale.cpp59 G_EventSendState(G_VisToPM(ent->visflags), *ent); in G_MoralePanic()
84 G_EventSendState(G_VisToPM(ent->visflags), *ent); in G_MoraleStopPanic()
107 G_EventSendState(G_VisToPM(ent->visflags), *ent); in G_MoraleRage()
125 G_EventSendState(G_VisToPM(ent->visflags), *ent); in G_MoraleStopRage()
183 G_EventSendState(G_VisToPM(ent->visflags), *ent); in G_MoraleBehaviour()
H A Dg_events.cpp65 const playermask_t playerMask = ~G_VisToPM(ent.visflags); in G_EventSpawnFootstepSound()
80 G_EventAdd(G_VisToPM(ent.visflags), EV_ACTOR_TURN, ent.number); in G_EventActorTurn()
91 G_EventAdd(G_VisToPM(ent.visflags), EV_ACTOR_DIE, ent.number); in G_EventActorDie()
161 G_EventEdictPerish(G_VisToPM(ent.visflags), ent); in G_EventPerish()
184 G_EventAdd(G_VisToPM(ent.visflags), EV_INV_AMMO, ent.number); in G_EventInventoryAmmo()
220 G_EventAdd(G_VisToPM(teamMask), EV_ACTOR_END_SHOOT, ent.number); in G_EventEndShoot()
232 G_EventAdd(~G_VisToPM(teamMask), EV_ACTOR_SHOOT_HIDDEN, -1); in G_EventShootHidden()
256 G_EventAdd(G_VisToPM(teamMask), EV_ACTOR_SHOOT, ent.number); in G_EventShoot()
332 G_EventAdd(G_VisToPM(ent.visflags), EV_ACTOR_MOVE, ent.number); in G_EventActorFall()
430 G_EventAdd(G_VisToPM(teamMask), EV_ACTOR_THROW, -1); in G_EventThrow()
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H A Dg_actor.cpp432 G_EventActorStateChange(~G_VisToPM(ent->visflags), *ent); in G_ActorCheckRevitalise()
487 G_EventActorStateChange(~G_VisToPM(ent->visflags), *ent); in G_ActorDieOrStun()
641 G_EventInventoryDelete(*floor, G_VisToPM(floor->visflags), fromContType->id, fx, fy); in G_ActorInvMove()
649 G_EventInventoryDelete(*floor, G_VisToPM(floor->visflags), fromContType->id, fx, fy); in G_ActorInvMove()
664 mask = G_VisToPM(floor->visflags); in G_ActorInvMove()
709 G_EventInventoryAdd(*floor, G_VisToPM(floor->visflags), 1); in G_ActorInvMove()
715 G_EventInventoryDelete(*floor, G_VisToPM(floor->visflags), fromContType->id, fx, fy); in G_ActorInvMove()
726 mask = G_VisToPM(actor->visflags) & ~G_TeamToPM(actor->team); in G_ActorInvMove()
H A Dg_client.h37 playermask_t G_VisToPM(teammask_t teamMask);
H A Dg_mission.cpp221 G_AppearPerishEvent(G_VisToPM(item->visflags), false, *item, nullptr); in G_MissionThink()
H A Dg_svcmds.cpp285 G_AppearPerishEvent(~G_VisToPM(ent->visflags), 1, *ent, nullptr); in SVCmd_ShowAll_f()
H A Dg_vis.cpp386 const int playerMask = G_VisToPM(ent->visflags); in G_VisMakeEverythingVisible()
H A Dg_inventory.cpp91 G_EventInventoryDelete(*ent, G_VisToPM(ent->visflags), container, ic->getX(), ic->getY()); in G_InventoryRemoveItemByID()
H A Dg_combat.cpp539 const unsigned int playerMask = G_TeamToPM(ent->team) ^ G_VisToPM(check->visflags); in G_SplashDamage()
1299 G_EventInventoryDelete(*ent, G_VisToPM(ent->visflags), invDef->id, 0, 0); in G_ClientShoot()
1312 G_EventInventoryDelete(*ent, G_VisToPM(ent->visflags), invDef->id, 0, 0); in G_ClientShoot()
H A Dg_move.cpp374 G_EventMoveCameraTo(G_VisToPM(ent->visflags & ~G_TeamToVisMask(ent->team)), ent->pos); in G_ClientMove()
H A Dg_client.cpp186 playermask_t G_VisToPM (teammask_t teamMask) in G_VisToPM() function
451 G_EventSendState(G_VisToPM(ent.visflags), ent); in G_ClientStateChangeUpdate()
H A Dg_spawn.cpp434 G_EventEdictPerish(G_VisToPM(self->particleLink->visflags), *self->particleLink); in Think_SmokeAndFire()
H A Dg_ai.cpp1711 const playermask_t playerMask = G_VisToPM(ent->visflags); in AI_CheckRespawn()