Searched refs:ROUTING_NOT_REACHABLE (Results 1 – 10 of 10) sorted by relevance
/dports/games/ufoai/ufoai-2.5-source/src/tests/ |
H A D | test_routing.cpp | 131 CU_ASSERT_EQUAL(lengthStored, ROUTING_NOT_REACHABLE); in testMove() 139 CU_ASSERT_EQUAL(lengthStored, ROUTING_NOT_REACHABLE); in testMove() 171 CU_ASSERT_EQUAL(lengthStored, ROUTING_NOT_REACHABLE); in testMove() 211 CU_ASSERT_EQUAL(lengthStored, ROUTING_NOT_REACHABLE); in testMove()
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/dports/games/ufoai/ufoai-2.5-source/src/game/ |
H A D | g_move.cpp | 285 if (!length || length == ROUTING_NOT_REACHABLE) in G_ActorMoveLength() 296 return std::min(ROUTING_NOT_REACHABLE, length + static_cast<int>(numSteps * in G_ActorMoveLength() 350 + (autoCrouchRequired ? TU_CROUCH : 0), ROUTING_NOT_REACHABLE); in G_ClientMove() 352 if (length && length >= ROUTING_NOT_REACHABLE) in G_ClientMove()
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H A D | g_ai.cpp | 414 if (delta > tuLeft || delta == ROUTING_NOT_REACHABLE) in AI_FindHidingLocation() 482 if (delta > tu || delta == ROUTING_NOT_REACHABLE) in AI_FindHerdLocation() 783 if (tu < 0 || move == ROUTING_NOT_REACHABLE) in AI_FighterCalcActionScore() 914 if (tu < 0 || move == ROUTING_NOT_REACHABLE) in AI_CivilianCalcActionScore() 1029 if (tu < 0 || move == ROUTING_NOT_REACHABLE) in AI_PanicCalcActionScore() 1100 int bestDist = ROUTING_NOT_REACHABLE; in AI_FindMissionLocation() 1107 if (G_ActorMoveLength(ent, level.pathingMap, ent->pos, true) == ROUTING_NOT_REACHABLE) in AI_FindMissionLocation() 1125 return bestDist < ROUTING_NOT_REACHABLE; in AI_FindMissionLocation() 1265 if (move && move >= ROUTING_NOT_REACHABLE) in AI_PrepBestAction() 1308 if (length > G_ActorUsableTUs(ent) || length >= ROUTING_NOT_REACHABLE) in AI_PrepBestAction()
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H A D | g_actor.cpp | 36 #define MAX_TU (ROUTING_NOT_REACHABLE - 1)
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H A D | g_ai_lua.cpp | 847 if (tu > G_ActorUsableTUs(ent) || tu == ROUTING_NOT_REACHABLE) in AIL_positionshoot()
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/dports/games/ufoai/ufoai-2.5-source/src/common/ |
H A D | grid.cpp | 522 OBJSET(path->area, ROUTING_NOT_REACHABLE); in Grid_CalcPathing() 523 OBJSET(path->areaFrom, ROUTING_NOT_REACHABLE); in Grid_CalcPathing() 627 OBJSET(path->area, ROUTING_NOT_REACHABLE); in Grid_FindPath() 628 OBJSET(path->areaFrom, ROUTING_NOT_REACHABLE); in Grid_FindPath() 749 if (!l || l == ROUTING_NOT_REACHABLE) { in Grid_MoveNext()
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H A D | bsp.cpp | 573 mapData->reroute[size][y][x] = ROUTING_NOT_REACHABLE; in CMod_LoadRouting() 874 if (mapData->reroute[size][y][x] == ROUTING_NOT_REACHABLE) { in CMod_RerouteMap() 904 if (tile2 && (tile2 == ROUTING_NOT_REACHABLE || tile2 != tile)) { in CMod_RerouteMap()
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/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/ |
H A D | cl_actor.cpp | 781 if (!length || length == ROUTING_NOT_REACHABLE) in CL_ActorMoveLength() 790 return std::min(ROUTING_NOT_REACHABLE, length + static_cast<int>(numSteps in CL_ActorMoveLength() 822 if (!length || length >= ROUTING_NOT_REACHABLE) in CL_ActorTraceMove() 858 if (!length || length >= ROUTING_NOT_REACHABLE) in CL_ActorMaximumMove() 896 if (!length || length >= ROUTING_NOT_REACHABLE) { in CL_ActorStartMove() 1882 if (selActor && selActor->actorMoveLength < ROUTING_NOT_REACHABLE in CL_AddTargetingBox() 2107 VectorSet(ent.color, (TUneed > TUhave), (TUneed != ROUTING_NOT_REACHABLE), 0); in CL_AddPathingBox() 2112 height = 2 + std::min(TUneed * (UNIT_HEIGHT - 2) / ROUTING_NOT_REACHABLE, 16); in CL_AddPathingBox()
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H A D | cl_hud.cpp | 1208 if (actor->actorMoveLength == ROUTING_NOT_REACHABLE) { in HUD_UpdateActorMove() 1435 actor->actorMoveLength = ROUTING_NOT_REACHABLE; in HUD_UpdateActor()
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/dports/games/ufoai/ufoai-2.5-source/src/shared/ |
H A D | defines.h | 286 #define ROUTING_NOT_REACHABLE 0xFF /**< (byte) Indicates a cell that is not reachable. A TU value.… macro
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