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Searched refs:LE_Get (Results 1 – 25 of 36) sorted by relevance

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/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/events/event/actor/
H A De_event_actorreactionfiretargetupdate.cpp40 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()
H A De_event_actorreactionfireaddtarget.cpp53 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()
H A De_event_actorclientaction.cpp45 le_t* le = LE_Get(number); in CL_ActorClientAction()
50 le->clientAction = LE_Get(actionEntityNumber); in CL_ActorClientAction()
H A De_event_actorreactionfireremovetarget.cpp40 const le_t* target = LE_Get(targetEntNum); in CL_ActorReactionFireRemoveTargetTime()
65 const le_t* target = LE_Get(targetEntNum); in CL_ActorReactionFireRemoveTarget()
H A De_event_actorappear.cpp85 le_t* le = LE_Get(entnum); in CL_ActorAppear()
86 le_t* leResponsible = LE_Get(entnumResponsible); in CL_ActorAppear()
H A De_event_actormove.cpp40 le_t* le = LE_Get(number); in CL_ActorDoMoveTime()
111 le_t* le = LE_Get(number); in CL_ActorDoMove()
H A De_event_actorresetclientaction.cpp42 le_t* le = LE_Get(number); in CL_ActorResetClientAction()
H A De_event_actorendshot.cpp56 le_t* le = LE_Get(entnum); in CL_ActorEndShoot()
H A De_event_actorreservationchange.cpp41 const le_t* le = LE_Get(entnum); in CL_ActorReservationChange()
H A De_event_actorturn.cpp40 le_t* le = LE_Get(entnum); in CL_ActorDoTurn()
H A De_event_actorreactionfirechange.cpp46 const le_t* le = LE_Get(entnum); in CL_ActorReactionFireChange()
H A De_event_actorshoot.cpp156 leVictim = LE_Get(victimEntnum); in CL_ActorDoShoot()
164 le_t* leShooter = LE_Get(shooterEntnum); in CL_ActorDoShoot()
H A De_event_actoradd.cpp41 le_t* le = LE_Get(entnum); in CL_ActorAdd()
H A De_event_actorwound.cpp40 le_t* le = LE_Get(entnum); in CL_ActorWound()
H A De_event_actorstatechange.cpp36 le_t* le = LE_Get(entnum); in CL_ActorStateChange()
/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/events/event/world/
H A De_event_sound.cpp40 const le_t* le = LE_Get(number); in CL_SoundEventTime()
70 le_t* le = LE_Get(number); in CL_SoundEvent()
H A De_event_entdestroy.cpp39 le_t* le = LE_Get(entnum); in CL_EntDestroy()
H A De_event_doorclose.cpp54 le_t* le = LE_Get(number); in CL_DoorClose()
H A De_event_explode.cpp48 le_t* le = LE_Get(entnum); in CL_Explode()
H A De_event_dooropen.cpp52 le_t* le = LE_Get(number); in CL_DoorOpen()
H A De_event_particleappear.cpp59 le_t* le = LE_Get(entnum); in CL_ParticleAppear()
H A De_event_addedict.cpp57 le_t* le = LE_Get(entnum + MAX_EDICTS); in CL_AddEdict()
H A De_event_cameraappear.cpp46 le_t* le = LE_Get(entnum); in CL_CameraAppear()
H A De_event_entappear.cpp58 le_t* le = LE_Get(entnum); in CL_EntAppear()
/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/events/event/inventory/
H A De_event_invammo.cpp38 le_t* le = LE_Get(number); in CL_InvAmmo()

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