Searched refs:_monster_is_stationary (Results 1 – 3 of 3) sorted by relevance
552 case _monster_is_stationary: in move_monsters()1097 set_monster_action(monster_index, _monster_is_stationary); in activate_monster()1132 set_monster_action(monster_index, _monster_is_stationary); in deactivate_monster()2018 …tion==_monster_is_moving && immediately) set_monster_action(monster_index, _monster_is_stationary); in monster_needs_path()2148 …_being_hit || MONSTER_IS_DYING(monster)) set_monster_action(monster_index, _monster_is_stationary); in generate_new_path_for_monster()2481 … (monster->path==NONE && monster->mode!=_monster_locked && monster->action==_monster_is_stationary) in handle_moving_or_stationary_monster()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()2550 set_monster_action(monster_index, _monster_is_stationary); in handle_moving_or_stationary_monster()2577 case _monster_is_stationary: shape= definition->stationary_shape; break; in set_monster_action()
185 _monster_is_stationary, enumerator
678 set_monster_action(monster_index, _monster_is_stationary); in Lua_Monster_Move_By_Path()