Searched refs:_monster_is_moving (Results 1 – 3 of 3) sorted by relevance
553 case _monster_is_moving: in move_monsters()569 _monster_is_waiting_to_attack_again : _monster_is_moving); in move_monsters()579 monster->action= _monster_is_moving; in move_monsters()580 set_monster_action(monster_index, _monster_is_moving); in move_monsters()601 set_monster_action(monster_index, _monster_is_moving); in move_monsters()725 …action==_monster_is_waiting_to_attack_again) set_monster_action(monster_index, _monster_is_moving); in monster_died()2018 …if (monster->action==_monster_is_moving && immediately) set_monster_action(monster_index, _monster… in monster_needs_path()2508 …if (monster->action==_monster_is_stationary) set_monster_action(monster_index, _monster_is_moving); in handle_moving_or_stationary_monster()2513 …if (monster->action==_monster_is_moving) set_monster_action(monster_index, _monster_is_stationary); in handle_moving_or_stationary_monster()2578 case _monster_is_moving: shape= definition->moving_shape; break; in set_monster_action()
187 _monster_is_moving, enumerator
1275 monster->action= _monster_is_moving; in update_player_teleport()1350 monster->action= _monster_is_moving; in update_player_teleport()1595 monster->action= _monster_is_moving; /* was probably _dying or something */ in revive_player()