Searched refs:UnitTypeHumanWall (Results 1 – 8 of 8) sorted by relevance
70 …} else if (UnitTypeHumanWall && value <= UnitTypeHumanWall->MapDefaultStat.Variables[HP_INDEX].Max… in getWallTile()252 const int value = UnitTypeHumanWall->MapDefaultStat.Variables[HP_INDEX].Max; in SetWall()
18 extern CUnitType *UnitTypeHumanWall;
221 if (&type == UnitTypeOrcWall || &type == UnitTypeHumanWall) { in Finish()222 Map.SetWall(unit.tilePos, &type == UnitTypeHumanWall); in Finish()
463 CUnitType *UnitTypeHumanWall; /// Human wall variable1117 UnitTypeHumanWall = NULL; in CleanUnitTypes()
723 … if (!type.BoolFlag[WALL_INDEX].value && &type != UnitTypeOrcWall && &type != UnitTypeHumanWall) { in AssignToPlayer()740 if (!type.BoolFlag[WALL_INDEX].value && &type != UnitTypeOrcWall && &type != UnitTypeHumanWall) { in AssignToPlayer()1348 if (!type.BoolFlag[WALL_INDEX].value && &type != UnitTypeOrcWall && &type != UnitTypeHumanWall) { in UnitLost()
615 UnitTypeHumanWall = UnitTypeByIdent("unit-human-wall");
382 *UnitTypeHumanWall->Stats, unit.Variable[BLOODLUST_INDEX].Value)); in FireMissile()882 stats = UnitTypeHumanWall->Stats; in MissileHitsWall()
652 extern CUnitType *UnitTypeHumanWall; /// Human wall