Home
last modified time | relevance | path

Searched refs:behaviourState (Results 1 – 13 of 13) sorted by relevance

/dports/games/avp/avp-20170505/src/avp/
H A Dbh_agun.c177 agunStatus->behaviourState=I_tracking; in CreateSentrygun()
382 agunStatus->behaviourState=I_inactive; in AutoGunBehaveInit()
384 agunStatus->behaviourState=I_tracking; in AutoGunBehaveInit()
488 if(agunStatusPointer->behaviourState != I_disabled) { in MakeSentrygunFar()
910 switch (agunStatusPointer->behaviourState) { in AutoGunBehaveFun()
967 if (agunStatusPointer->behaviourState == I_disabled) { in AutoGunBehaveFun()
1507 agunStatusPointer->behaviourState=I_disabled; in KillAGun()
1538 if (agunStatusPointer->behaviourState!=I_disabled) { in AGunIsDamaged()
1557 AG_STATE behaviourState; member
1619 COPYELEMENT_LOAD(behaviourState) in LoadStrategy_Autogun()
[all …]
H A Dbh_pred.c587 predatorStatus->behaviourState = PBS_Wandering; in CreatePredoBot()
788 predatorStatus->behaviourState = PBS_Wandering; in InitPredatorBehaviour()
1070 if (predatorStatusPointer->behaviourState==PBS_Engaging) { in PredatorBehaviour()
1137 switch(predatorStatusPointer->behaviourState) in PredatorBehaviour()
1665 if(predatorStatusPointer->behaviourState == PBS_Dying) in MakePredatorFar()
1694 if(predatorStatusPointer->behaviourState==PBS_Dying) in PredatorIsDamaged()
4607 predatorStatusPointer->behaviourState = PBS_Hunting; in Predator_Enter_Hunt_State()
4707 predatorStatusPointer->behaviourState = PBS_Engaging; in Predator_Enter_Engaged_State()
6979 PRED_BHSTATE behaviourState; member
7074 COPYELEMENT_LOAD(behaviourState) in LoadStrategy_Predator()
[all …]
H A Dbh_marin.c2856 marineStatus->behaviourState = MBS_Sentry; in InitMission()
2862 marineStatus->behaviourState = MBS_Waiting; in InitMission()
2925 switch(marineStatusPointer->behaviourState) in WanderMission_Control()
3254 switch(marineStatusPointer->behaviourState) in PathfinderMission_Control()
3610 switch(marineStatusPointer->behaviourState) in GuardMission_Control()
3931 switch(marineStatusPointer->behaviourState) in LocalGuardMission_Control()
4275 switch(marineStatusPointer->behaviourState) in LoiterMission_Control()
13562 switch(marineStatusPointer->behaviourState)
18060 MARINE_BHSTATE behaviourState; member
18198 COPYELEMENT_LOAD(behaviourState)
[all …]
H A Dbh_xeno.c230 xenoStatus->behaviourState=XS_Inactive; in CreateXenoborg()
520 xenoStatus->behaviourState=XS_Inactive; in InitXenoborgBehaviour()
831 switch (xenoStatusPointer->behaviourState) { in XenoborgBehaviour()
1164 xenoStatusPointer->behaviourState=XS_Dying; in KillXeno()
1469 xenoStatusPointer->behaviourState=XS_Activating; in Xeno_Enter_PowerUp_State()
1598 xenoStatusPointer->behaviourState=XS_Following; in Xeno_Enter_Following_State()
1620 xenoStatusPointer->behaviourState=XS_Returning; in Xeno_Enter_Returning_State()
1645 xenoStatusPointer->behaviourState=XS_Inactive; in Xeno_Enter_Dormant_State()
4985 XENO_BHSTATE behaviourState; member
5102 COPYELEMENT_LOAD(behaviourState)
[all …]
H A Dbh_agun.h22 AG_STATE behaviourState; member
H A Dbh_xeno.h46 XENO_BHSTATE behaviourState; member
H A Dbh_pred.h134 PRED_BHSTATE behaviourState; member
H A Dbh_types.c2245 if ((agunStatusPointer->behaviourState==I_inactive)&&(state==1)) { in RequestState()
2246 agunStatusPointer->behaviourState=I_tracking; in RequestState()
2247 } else if ((agunStatusPointer->behaviourState==I_tracking)&&(state==0)) { in RequestState()
2248 agunStatusPointer->behaviourState=I_inactive; in RequestState()
2508 if (xenoStatusPointer->behaviourState==XS_Inactive) { in RequestState()
2512 if (xenoStatusPointer->behaviourState!=XS_Inactive) { in RequestState()
H A Dbh_marin.h166 MARINE_BHSTATE behaviourState; member
H A Dbh_corpse.c253 if ((predatorStatusPointer->behaviourState==PBS_SelfDestruct) in Convert_Predator_To_Corpse()
371 if (marineStatusPointer->behaviourState==MBS_Firing) { in Convert_Marine_To_Corpse()
H A Dbh_ais.c119 if(predatorStatusPointer->behaviourState==PBS_Dying) return 1; in NPC_IsDead()
128 if(marineStatusPointer->behaviourState==MBS_Dying) return 1; in NPC_IsDead()
160 if (agunStatusPointer->behaviourState==I_disabled) { in NPC_IsDead()
748 if ((predatorStatusPointer->behaviourState==PBS_Wandering) in NPCSetVelocity()
749 …||((predatorStatusPointer->behaviourState==PBS_Avoidance)&&(predatorStatusPointer->lastState==PBS_… in NPCSetVelocity()
H A Dbh_near.c2900 if (marineStatusPointer->behaviourState!=MBS_Firing) { in TargetIsFiringFlamethrowerAtAlien()
/dports/games/avp/avp-20170505/src/avp/win95/
H A Dpldnet.c4064 if(agData->behaviourState==I_disabled) messagePtr->IAmEnabled = 0; in AddNetMsg_PlayerAutoGunState()