Searched refs:STRUCTURE_OPEN (Results 1 – 16 of 16) sorted by relevance
50 if ( fIntactWindowsAlso || ( pStructure->fFlags & STRUCTURE_OPEN ) ) return true; in IsJumpableWindowPresentAtGridNo()188 (pStructure->fFlags & STRUCTURE_OPEN ))) in WallOrClosedDoorExistsOfTopLeftOrientation()207 if (!((pStructure->fFlags & STRUCTURE_ANYDOOR) && (pStructure->fFlags & STRUCTURE_OPEN))) in WallOrClosedDoorExistsOfTopRightOrientation()225 if (!(pStructure->fFlags & STRUCTURE_OPEN)) break; in OpenRightOrientedDoorWithDoorOnRightOfEdgeExists()245 if (!(pStructure->fFlags & STRUCTURE_OPEN)) break; in OpenLeftOrientedDoorWithDoorOnLeftOfEdgeExists()268 !(pStructure->fFlags & STRUCTURE_OPEN)) in FindCuttableWireFenceAtGridNo()378 if ( pStructure->fFlags & STRUCTURE_OPEN ) in SetOpenableStructureToClosed()
215 if (structure.fFlags & STRUCTURE_OPEN) in InteractWithOpenableStruct()326 if ( pStructure->fFlags & STRUCTURE_OPEN ) in HandleOpenableStruct()842 if ( !(pStructure->fFlags & STRUCTURE_OPEN) ) in HandleDoorsOpenClose()1077 open = (structure->fFlags & STRUCTURE_OPEN) != 0; in SetDoorString()
997 bool const struct_open = s->fFlags & STRUCTURE_OPEN; in SynchronizeDoorStatusToStructureData()1057 if (want_to_be_open && s->fFlags & STRUCTURE_OPEN) in InternalUpdateDoorGraphicFromStatus()1076 if (!want_to_be_open && !(s->fFlags & STRUCTURE_OPEN)) in InternalUpdateDoorGraphicFromStatus()
1183 fDoorIsOpen = (pDoorStructure->fFlags & STRUCTURE_OPEN) != 0; in FindBestPath()2660 fDoorIsOpen = (pDoorStructure->fFlags & STRUCTURE_OPEN) != 0; in InternalDoorTravelCost()
339 if ( (pStructure->fFlags & STRUCTURE_DOOR) && (pStructure->fFlags & STRUCTURE_OPEN) ) in ResolveHitOnWall()387 if ( (pStructure->fFlags & STRUCTURE_DOOR) && (pStructure->fFlags & STRUCTURE_OPEN) ) in ResolveHitOnWall()1062 … else if ((pStructure->fFlags & STRUCTURE_WALLNWINDOW) && (pStructure->fFlags & STRUCTURE_OPEN)) in LineOfSightTest()
4638 if ( pStructure->fFlags & STRUCTURE_OPEN ) in NPCOpenThing()
1549 if (!(pStructure->fFlags & STRUCTURE_OPEN)) in InternalAddItemToPool()
3066 structure->fFlags & STRUCTURE_OPEN ? "OPEN" : "CLOSED"; in DebugSoldierPage3()
8467 if ( !(pStructure->fFlags & STRUCTURE_OPEN) ) in EVENT_SoldierBeginAttachCan()
70 STRUCTURE_OPEN = 0x00000002, enumerator
120 bool const closing = structure->fFlags & STRUCTURE_OPEN; in HandleStructChangeFromGridNo()493 if (structure.fFlags & STRUCTURE_OPEN && in RefineLogicOnStruct()
503 !(pExistingStructure->fFlags & STRUCTURE_OPEN)) in OkayToAddStructureToTile()1404 ST::string state = s->fFlags & STRUCTURE_OPEN ? "Open" : "Closed"; in DebugStructurePage1()1842 if ( pCurrent->fFlags & STRUCTURE_OPEN ) in GetBlockingStructureInfo()1857 if ( pCurrent->fFlags & STRUCTURE_OPEN ) in GetBlockingStructureInfo()1872 if ( !(pCurrent->fFlags & STRUCTURE_OPEN ) ) in GetBlockingStructureInfo()
387 fStatusOnTheMap = ( ( pStructure->fFlags & STRUCTURE_OPEN ) != 0 ); in SaveBloodSmellAndRevealedStatesFromMapToTempFile()715 fStatusOnTheMap = ( ( pStructure->fFlags & STRUCTURE_OPEN ) != 0 ); in SetOpenableStructStatusFromMapTempFile()
1813 if (pStructure->fFlags & STRUCTURE_OPEN) in PerformItemAction()1841 if (pStructure->fFlags & STRUCTURE_OPEN) in PerformItemAction()
477 if (pStructure->fFlags & STRUCTURE_WIREFENCE && pStructure->fFlags & STRUCTURE_OPEN) in CompileTileMovementCosts()
155 if (pStructure->fFlags & STRUCTURE_OPEN) in DecideActionSchedule()274 if (pStructure->fFlags & STRUCTURE_OPEN) in DecideActionSchedule()306 if (pStructure->fFlags & STRUCTURE_OPEN) in DecideActionSchedule()313 if ( !(pStructure->fFlags & STRUCTURE_OPEN) ) in DecideActionSchedule()