Home
last modified time | relevance | path

Searched refs:TU_CROUCH (Results 1 – 8 of 8) sorted by relevance

/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/events/event/actor/
H A De_event_actorstatechange.cpp49 if (CL_ActorUsableTUs(le) < TU_CROUCH && CL_ActorReservedTUs(le, RES_CROUCH) >= TU_CROUCH) { in CL_ActorStateChange()
/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/
H A Dcl_hud_callbacks.cpp168 if (CL_ActorReservedTUs(actor, RES_CROUCH) >= TU_CROUCH) { in HUD_ToggleCrouchReservation_f()
174 CL_ActorReserveTUs(actor, RES_CROUCH, TU_CROUCH); in HUD_ToggleCrouchReservation_f()
175 HUD_DisplayMessage(va(_("Reserved %i TUs for crouching/standing up."), TU_CROUCH)); in HUD_ToggleCrouchReservation_f()
H A Dcl_hud.cpp853 if (time + CL_ActorReservedTUs(le, RES_CROUCH) < TU_CROUCH) { in HUD_UpdateButtons()
857 Cvar_Set("mn_crouchstand_tt", _("Stand up (%i TU)"), TU_CROUCH); in HUD_UpdateButtons()
862 if (time + CL_ActorReservedTUs(le, RES_CROUCH) < TU_CROUCH) { in HUD_UpdateButtons()
866 Cvar_Set("mn_crouchstand_tt", _("Crouch (%i TU)"), TU_CROUCH); in HUD_UpdateButtons()
872 if (CL_ActorReservedTUs(le, RES_CROUCH) >= TU_CROUCH) { in HUD_UpdateButtons()
879 } else if (time >= TU_CROUCH) { in HUD_UpdateButtons()
882 Cvar_Set("mn_crouch_reservation_tt", _("Reserve %i TUs for crouching/standing up."), TU_CROUCH); in HUD_UpdateButtons()
1406 if (CL_ActorUsableTUs(actor) >= TU_CROUCH) in HUD_UpdateActor()
1407 time = TU_CROUCH; in HUD_UpdateActor()
H A Dcl_actor.cpp775 const int autostandTU = useAutostand ? 2 * TU_CROUCH : 0; in CL_ActorMoveLength()
1161 …if (CL_ActorUsableTUs(selActor) >= TU_CROUCH || CL_ActorReservedTUs(selActor, RES_CROUCH) >= TU_CR… in CL_ActorStandCrouch_f()
/dports/games/ufoai/ufoai-2.5-source/src/common/
H A Dgrid.cpp52 TU_CROUCH, /* STAND */
53 TU_CROUCH, /* CROUCH */
291 newTUs = tuCr + TU_CROUCH; /* TUs for crouching plus getting up */ in checkWalkingDirections()
295 newTUs = tuCr + 2 * TU_CROUCH; /* TUs for crouching plus getting down and up */ in checkWalkingDirections()
305 newTUs = tuCr + TU_CROUCH; /* TUs for crouching plus getting down */ in checkWalkingDirections()
847 return tusUpright + 2 * TU_CROUCH < tusCrouched; in Grid_ShouldUseAutostand()
/dports/games/ufoai/ufoai-2.5-source/src/shared/
H A Ddefines.h72 #define TU_CROUCH 3 /**< Time units for crouching and standing up */ macro
/dports/games/ufoai/ufoai-2.5-source/src/game/
H A Dg_move.cpp350 + (autoCrouchRequired ? TU_CROUCH : 0), ROUTING_NOT_REACHABLE); in G_ClientMove()
H A Dg_client.cpp487 if (!checkaction || G_ActionCheckForCurrentTeam(player, ent, TU_CROUCH)) { in G_ClientStateChange()
493 G_ActorUseTU(ent, TU_CROUCH); in G_ClientStateChange()