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 D | e_event_actorstatechange.cpp | 49 if (CL_ActorUsableTUs(le) < TU_CROUCH && CL_ActorReservedTUs(le, RES_CROUCH) >= TU_CROUCH) { in CL_ActorStateChange()
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/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/ |
H A D | cl_hud_callbacks.cpp | 168 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()
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H A D | cl_hud.cpp | 853 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()
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H A D | cl_actor.cpp | 775 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()
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/dports/games/ufoai/ufoai-2.5-source/src/common/ |
H A D | grid.cpp | 52 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()
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/dports/games/ufoai/ufoai-2.5-source/src/shared/ |
H A D | defines.h | 72 #define TU_CROUCH 3 /**< Time units for crouching and standing up */ macro
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/dports/games/ufoai/ufoai-2.5-source/src/game/ |
H A D | g_move.cpp | 350 + (autoCrouchRequired ? TU_CROUCH : 0), ROUTING_NOT_REACHABLE); in G_ClientMove()
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H A D | g_client.cpp | 487 if (!checkaction || G_ActionCheckForCurrentTeam(player, ent, TU_CROUCH)) { in G_ClientStateChange() 493 G_ActorUseTU(ent, TU_CROUCH); in G_ClientStateChange()
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