/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/events/event/actor/ |
H A D | e_event_actorreactionfiretargetupdate.cpp | 40 const le_t* target = LE_Get(targetEntNum); in CL_ActorReactionFireTargetUpdateTime() 67 const le_t* shooter = LE_Get(shooterEntNum); in CL_ActorReactionFireTargetUpdate() 71 const le_t* target = LE_Get(targetEntNum); in CL_ActorReactionFireTargetUpdate()
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H A D | e_event_actorreactionfireaddtarget.cpp | 53 const le_t* target = LE_Get(targetEntNum); in CL_ActorReactionFireAddTargetTime() 80 const le_t* shooter = LE_Get(shooterEntNum); in CL_ActorReactionFireAddTarget() 84 const le_t* target = LE_Get(targetEntNum); in CL_ActorReactionFireAddTarget()
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H A D | e_event_actorclientaction.cpp | 45 le_t* le = LE_Get(number); in CL_ActorClientAction() 50 le->clientAction = LE_Get(actionEntityNumber); in CL_ActorClientAction()
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H A D | e_event_actorreactionfireremovetarget.cpp | 40 const le_t* target = LE_Get(targetEntNum); in CL_ActorReactionFireRemoveTargetTime() 65 const le_t* target = LE_Get(targetEntNum); in CL_ActorReactionFireRemoveTarget()
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H A D | e_event_actorappear.cpp | 85 le_t* le = LE_Get(entnum); in CL_ActorAppear() 86 le_t* leResponsible = LE_Get(entnumResponsible); in CL_ActorAppear()
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H A D | e_event_actormove.cpp | 40 le_t* le = LE_Get(number); in CL_ActorDoMoveTime() 111 le_t* le = LE_Get(number); in CL_ActorDoMove()
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H A D | e_event_actorresetclientaction.cpp | 42 le_t* le = LE_Get(number); in CL_ActorResetClientAction()
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H A D | e_event_actorendshot.cpp | 56 le_t* le = LE_Get(entnum); in CL_ActorEndShoot()
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H A D | e_event_actorreservationchange.cpp | 41 const le_t* le = LE_Get(entnum); in CL_ActorReservationChange()
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H A D | e_event_actorturn.cpp | 40 le_t* le = LE_Get(entnum); in CL_ActorDoTurn()
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H A D | e_event_actorreactionfirechange.cpp | 46 const le_t* le = LE_Get(entnum); in CL_ActorReactionFireChange()
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H A D | e_event_actorshoot.cpp | 156 leVictim = LE_Get(victimEntnum); in CL_ActorDoShoot() 164 le_t* leShooter = LE_Get(shooterEntnum); in CL_ActorDoShoot()
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H A D | e_event_actoradd.cpp | 41 le_t* le = LE_Get(entnum); in CL_ActorAdd()
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H A D | e_event_actorwound.cpp | 40 le_t* le = LE_Get(entnum); in CL_ActorWound()
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H A D | e_event_actorstatechange.cpp | 36 le_t* le = LE_Get(entnum); in CL_ActorStateChange()
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/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/events/event/world/ |
H A D | e_event_sound.cpp | 40 const le_t* le = LE_Get(number); in CL_SoundEventTime() 70 le_t* le = LE_Get(number); in CL_SoundEvent()
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H A D | e_event_entdestroy.cpp | 39 le_t* le = LE_Get(entnum); in CL_EntDestroy()
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H A D | e_event_doorclose.cpp | 54 le_t* le = LE_Get(number); in CL_DoorClose()
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H A D | e_event_explode.cpp | 48 le_t* le = LE_Get(entnum); in CL_Explode()
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H A D | e_event_dooropen.cpp | 52 le_t* le = LE_Get(number); in CL_DoorOpen()
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H A D | e_event_particleappear.cpp | 59 le_t* le = LE_Get(entnum); in CL_ParticleAppear()
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H A D | e_event_addedict.cpp | 57 le_t* le = LE_Get(entnum + MAX_EDICTS); in CL_AddEdict()
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H A D | e_event_cameraappear.cpp | 46 le_t* le = LE_Get(entnum); in CL_CameraAppear()
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H A D | e_event_entappear.cpp | 58 le_t* le = LE_Get(entnum); in CL_EntAppear()
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/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/events/event/inventory/ |
H A D | e_event_invammo.cpp | 38 le_t* le = LE_Get(number); in CL_InvAmmo()
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