/dports/games/ufoai/ufoai-2.5-source/src/tests/ |
H A D | test_routing.cpp | 102 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() [all …]
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/dports/games/ufoai/ufoai-2.5-source/src/common/ |
H A D | grid.cpp | 159 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() [all …]
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H A D | grid.h | 48 …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);
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/dports/games/ufoai/ufoai-2.5-source/src/game/ |
H A D | g_move.cpp | 253 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() [all …]
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H A D | game.h | 223 …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);
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H A D | g_ai.cpp | 1349 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()
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/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/ |
H A D | cl_actor.cpp | 776 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() [all …]
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H A D | cl_localentity.cpp | 582 const byte crouchingState = LE_IsCrouched(le) ? 1 : 0; in LE_DoPathMove() local 585 byte newCrouchingState = crouchingState; in LE_DoPathMove()
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/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/events/event/actor/ |
H A D | e_event_actormove.cpp | 46 byte crouchingState = LE_IsCrouched(le) ? 1 : 0; in CL_ActorDoMoveTime() local 72 PosAddDV(pos, crouchingState, dvec); in CL_ActorDoMoveTime()
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