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Searched refs:crouchingState (Results 1 – 9 of 9) sorted by relevance

/dports/games/ufoai/ufoai-2.5-source/src/tests/
H A Dtest_routing.cpp102 const byte crouchingState = 0; in testMove() local
121 lengthStored = Grid_MoveLength(path, to, crouchingState, true); in testMove()
130 lengthStored = Grid_MoveLength(path, to, crouchingState, true); in testMove()
138 lengthStored = Grid_MoveLength(path, to, crouchingState, true); in testMove()
146 lengthStored = Grid_MoveLength(path, to, crouchingState, true); in testMove()
154 lengthStored = Grid_MoveLength(path, to, crouchingState, true); in testMove()
162 lengthStored = Grid_MoveLength(path, to, crouchingState, true); in testMove()
170 lengthStored = Grid_MoveLength(path, to, crouchingState, true); in testMove()
178 lengthStored = Grid_MoveLength(path, to, crouchingState, true); in testMove()
186 lengthStored = Grid_MoveLength(path, to, crouchingState, true); in testMove()
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/dports/games/ufoai/ufoai-2.5-source/src/common/
H A Dgrid.cpp159 const byte crouchingState; member in Step
208 if (crouchingState && dir >= FLYING_DIRECTIONS) { in init()
279 if (!crouchingState /* not in std crouch mode */ in checkWalkingDirections()
567 RT_AREA_TEST_POS(path, step.toPos, step.crouchingState); in Grid_CalcPathing()
624 assert(crouchingState == 0 || crouchingState == 1); /* s.a. ACTOR_MAX_STATES */ in Grid_FindPath()
635 RT_AREA_POS(path, from, crouchingState) = 0; in Grid_FindPath()
654 Step step(routing, pos, actorSize, crouchingState, dir); in Grid_FindPath()
669 RT_AREA_TEST_POS(path, step.toPos, step.crouchingState); in Grid_FindPath()
727 assert(crouchingState == 0 || crouchingState == 1); /* s.a. ACTOR_MAX_STATES */ in Grid_MoveLength()
730 return RT_AREA_POS(path, to, crouchingState); in Grid_MoveLength()
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H A Dgrid.h48 …ze, pathing_t* path, const pos3_t from, const pos3_t targetPos, byte crouchingState, int maxTUs, b…
50 pos_t Grid_MoveLength(const pathing_t* path, const pos3_t to, byte crouchingState, bool stored);
51 int Grid_MoveNext(const pathing_t* path, const pos3_t toPos, byte crouchingState);
/dports/games/ufoai/ufoai-2.5-source/src/game/
H A Dg_move.cpp253 static int G_FillDirectionTable (dvec_t* dvtab, size_t size, byte crouchingState, pos3_t pos) in G_FillDirectionTable() argument
257 while ((dvec = gi.MoveNext(level.pathingMap, pos, crouchingState)) in G_FillDirectionTable()
262 PosSubDV(pos, crouchingState, dvec); in G_FillDirectionTable()
282 byte crouchingState = G_IsCrouched(ent) ? 1 : 0; in G_ActorMoveLength() local
283 const pos_t length = gi.MoveLength(path, to, crouchingState, stored); in G_ActorMoveLength()
293 PosSubDV(pos, crouchingState, dvec); /* We are going backwards to the origin. */ in G_ActorMoveLength()
327 byte crouchingState = G_IsCrouched(ent) ? 1 : 0; in G_ClientMove() local
334 if (crouchingState && player.autostand) { in G_ClientMove()
343 crouchingState = G_IsCrouched(ent) ? 1 : 0; in G_ClientMove()
344 if (!crouchingState) in G_ClientMove()
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H A Dgame.h223 …pos_t (IMPORT* MoveLength) (const pathing_t* path, const pos3_t to, byte crouchingState, bool stor…
224 int (IMPORT* MoveNext) (const pathing_t* path, const pos3_t from, byte crouchingState);
H A Dg_ai.cpp1349 const byte crouchingState = G_IsCrouched(ent) ? 1 : 0; in AI_TurnIntoDirection() local
1352 const int dvec = gi.MoveNext(level.pathingMap, pos, crouchingState); in AI_TurnIntoDirection()
/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/
H A Dcl_actor.cpp776 byte crouchingState = LE_IsCrouched(le) && !useAutostand ? 1 : 0; in CL_ActorMoveLength() local
777 const int length = Grid_MoveLength(&cl.pathMap, to, crouchingState, false); in CL_ActorMoveLength()
787 PosSubDV(pos, crouchingState, dvec); /* We are going backwards to the origin. */ in CL_ActorMoveLength()
816 byte crouchingState; in CL_ActorTraceMove() local
825 crouchingState = LE_IsCrouched(selActor) ? 1 : 0; in CL_ActorTraceMove()
832 PosSubDV(pos, crouchingState, dvec); /* We are going backwards to the origin. */ in CL_ActorTraceMove()
836 else if (crouchingState) in CL_ActorTraceMove()
855 byte crouchingState = le && LE_IsCrouched(le) ? 1 : 0; in CL_ActorMaximumMove() local
2256 int x, y, crouchingState; in CL_DumpTUs_f() local
2262 crouchingState = LE_IsCrouched(selActor) ? 1 : 0; in CL_DumpTUs_f()
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H A Dcl_localentity.cpp582 const byte crouchingState = LE_IsCrouched(le) ? 1 : 0; in LE_DoPathMove() local
585 byte newCrouchingState = crouchingState; in LE_DoPathMove()
/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/events/event/actor/
H A De_event_actormove.cpp46 byte crouchingState = LE_IsCrouched(le) ? 1 : 0; in CL_ActorDoMoveTime() local
72 PosAddDV(pos, crouchingState, dvec); in CL_ActorDoMoveTime()