Searched refs:Grid_GetTUsForDirection (Results 1 – 4 of 4) sorted by relevance
/dports/games/ufoai/ufoai-2.5-source/src/tests/ |
H A D | test_routing.cpp | 331 CU_ASSERT_EQUAL(Grid_GetTUsForDirection(0, 0), 2); in testTUsForDir() 332 CU_ASSERT_EQUAL(Grid_GetTUsForDirection(2, 0), 2); in testTUsForDir() 333 CU_ASSERT_EQUAL(Grid_GetTUsForDirection(5, 0), 3); in testTUsForDir() 334 CU_ASSERT_EQUAL(Grid_GetTUsForDirection(5, false), 3); in testTUsForDir() 335 CU_ASSERT_EQUAL(Grid_GetTUsForDirection(0, 1), 3); /* now crouching */ in testTUsForDir() 336 CU_ASSERT_EQUAL(Grid_GetTUsForDirection(5, 1), 4); in testTUsForDir() 337 CU_ASSERT_EQUAL(Grid_GetTUsForDirection(5, true), 4); in testTUsForDir() 338 CU_ASSERT_EQUAL(Grid_GetTUsForDirection(16, 0), 4); /* flying takes twice as much */ in testTUsForDir() 339 CU_ASSERT_EQUAL(Grid_GetTUsForDirection(16, 1), 4); /* flying & crouching is still the same */ in testTUsForDir()
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/dports/games/ufoai/ufoai-2.5-source/src/common/ |
H A D | grid.h | 54 int Grid_GetTUsForDirection(const int dir, const int crouched);
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H A D | grid.cpp | 249 const byte TUsForMove = Grid_GetTUsForDirection(dir, crouchingState); in calcNewTUs() 284 int tuCr = Grid_GetTUsForDirection(dir, 1); /* 1 means crouched */ in checkWalkingDirections() 791 int Grid_GetTUsForDirection (const int dir, const int crouched) in Grid_GetTUsForDirection() function
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/dports/games/ufoai/ufoai-2.5-source/src/server/ |
H A D | sv_game.cpp | 772 import.GetTUsForDirection = Grid_GetTUsForDirection; in SV_InitGameProgs()
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