Searched refs:bNextPatrolPnt (Results 1 – 6 of 6) sorted by relevance
145 pSoldier->bNextPatrolPnt++; in NextPatrolPoint()148 if (pSoldier->bNextPatrolPnt > pSoldier->bPatrolCnt) in NextPatrolPoint()149 pSoldier->bNextPatrolPnt = 1; // ZERO is not used! in NextPatrolPoint()151 return(pSoldier->usPatrolGrid[pSoldier->bNextPatrolPnt]); in NextPatrolPoint()162 sPatrolPoint = pSoldier->usPatrolGrid[pSoldier->bNextPatrolPnt]; in PointPatrolAI()165 if (pSoldier->sGridNo == sPatrolPoint || pSoldier->bNextPatrolPnt == 0) in PointPatrolAI()224 sPatrolPoint = pSoldier->usPatrolGrid[pSoldier->bNextPatrolPnt]; in RandomPointPatrolAI()227 if (pSoldier->sGridNo == sPatrolPoint || pSoldier->bNextPatrolPnt == 0) in RandomPointPatrolAI()245 pSoldier->bNextPatrolPnt = 0; in RandomPointPatrolAI()
1948 *pusFromGridNo = pSoldier->usPatrolGrid[pSoldier->bNextPatrolPnt]; in RoamingRange()
540 INT8 bNextPatrolPnt; // index to next patrol gridno member
270 EXTR_I8(d, s->bNextPatrolPnt) in ExtractSoldierType()780 INJ_I8(d, s->bNextPatrolPnt) in InjectSoldierType()
958 s.bNextPatrolPnt = 1; in InitSoldierStruct()
516 gpSelected->pSoldier->bNextPatrolPnt = 1; in AddMercWaypoint()