Searched refs:behaviourState (Results 1 – 13 of 13) sorted by relevance
177 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; member1619 COPYELEMENT_LOAD(behaviourState) in LoadStrategy_Autogun()[all …]
587 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; member7074 COPYELEMENT_LOAD(behaviourState) in LoadStrategy_Predator()[all …]
2856 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; member18198 COPYELEMENT_LOAD(behaviourState)[all …]
230 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; member5102 COPYELEMENT_LOAD(behaviourState)[all …]
22 AG_STATE behaviourState; member
46 XENO_BHSTATE behaviourState; member
134 PRED_BHSTATE behaviourState; member
2245 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()
166 MARINE_BHSTATE behaviourState; member
253 if ((predatorStatusPointer->behaviourState==PBS_SelfDestruct) in Convert_Predator_To_Corpse()371 if (marineStatusPointer->behaviourState==MBS_Firing) { in Convert_Marine_To_Corpse()
119 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()
2900 if (marineStatusPointer->behaviourState!=MBS_Firing) { in TargetIsFiringFlamethrowerAtAlien()
4064 if(agData->behaviourState==I_disabled) messagePtr->IAmEnabled = 0; in AddNetMsg_PlayerAutoGunState()