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Searched refs:enemyVisibility (Results 1 – 18 of 18) sorted by relevance

/dports/games/qonk/qonk-0.3.1/src/
H A Dsettings.h24 static bool enemyVisibility; variable
53 static void setEnemyVisibility(bool b) { enemyVisibility = b; } in setEnemyVisibility()
54 static bool getEnemyVisibility() { return enemyVisibility; } in getEnemyVisibility()
H A Dgameoptions.h22 bool enemyVisibility; variable
43 bool getEnemyVisibility() const { return enemyVisibility; } in getEnemyVisibility()
H A Dgameoptions.cpp30 enemyVisibility = b; in setEnemyVisibility()
39 setEnemyVisibility(!enemyVisibility); in toggleEnemyVisibility()
H A Dsettings.cpp38 bool Settings::enemyVisibility = false; member in Settings
128 qonkReader->get("enemiesVisible", enemyVisibility); in init()
205 writer->write("enemiesVisible", enemyVisibility); in store()
/dports/games/openjk/OpenJK-07675e2/code/game/
H A DAI_Default.cpp261 …oEVis = enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_FOV|CHECK_SHOOT );//CHECK_360|//… in NPC_BSHuntAndKill()
262 if(enemyVisibility > VIS_PVS) in NPC_BSHuntAndKill()
662 enemyVisibility = VIS_SHOOT; in NPC_BSShoot()
H A DNPC_behavior.cpp101 NPCInfo->enemyLastVisibility = enemyVisibility; in NPC_BSAdvanceFight()
102 enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_FOV);//CHECK_360|//CHECK_PVS| in NPC_BSAdvanceFight()
104 if(enemyVisibility == VIS_FOV) in NPC_BSAdvanceFight()
183 enemyVisibility = VIS_SHOOT; in NPC_BSAdvanceFight()
673 enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_FOV|CHECK_SHOOT );//CHECK_360|CHECK_PVS| in NPC_BSFollowLeader_AttackEnemy()
674 if ( enemyVisibility > VIS_PVS ) in NPC_BSFollowLeader_AttackEnemy()
691 if ( enemyVisibility >= VIS_SHOOT ) in NPC_BSFollowLeader_AttackEnemy()
H A DNPC_combat.cpp1381 if ( enemyVisibility == VIS_UNKNOWN ) in NPC_CheckPossibleEnemy()
1383 enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_360|CHECK_FOV ); in NPC_CheckPossibleEnemy()
1385 if ( enemyVisibility == VIS_FOV ) in NPC_CheckPossibleEnemy()
2396 NPCInfo->enemyLastVisibility = enemyVisibility; in NPC_CheckCanAttack()
2398 enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_360|CHECK_FOV);////CHECK_PVS| in NPC_CheckCanAttack()
2400 if(enemyVisibility >= VIS_FOV) in NPC_CheckCanAttack()
2534 enemyVisibility = VIS_SHOOT; in NPC_CheckCanAttack()
H A Db_local.h86 extern visibility_t enemyVisibility;
H A DNPC.cpp82 visibility_t enemyVisibility; variable
/dports/games/openjk/OpenJK-07675e2/codeJK2/game/
H A DAI_Default.cpp264 …oEVis = enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_FOV|CHECK_SHOOT );//CHECK_360|//… in NPC_BSHuntAndKill()
265 if(enemyVisibility > VIS_PVS) in NPC_BSHuntAndKill()
665 enemyVisibility = VIS_SHOOT; in NPC_BSShoot()
H A DNPC_behavior.cpp98 NPCInfo->enemyLastVisibility = enemyVisibility; in NPC_BSAdvanceFight()
99 enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_FOV);//CHECK_360|//CHECK_PVS| in NPC_BSAdvanceFight()
101 if(enemyVisibility == VIS_FOV) in NPC_BSAdvanceFight()
180 enemyVisibility = VIS_SHOOT; in NPC_BSAdvanceFight()
644 enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_FOV|CHECK_SHOOT );//CHECK_360|CHECK_PVS| in NPC_BSFollowLeader()
645 if ( enemyVisibility > VIS_PVS ) in NPC_BSFollowLeader()
663 if ( enemyVisibility >= VIS_SHOOT ) in NPC_BSFollowLeader()
H A DNPC_combat.cpp1153 if ( enemyVisibility == VIS_UNKNOWN ) in NPC_CheckPossibleEnemy()
1155 enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_360|CHECK_FOV ); in NPC_CheckPossibleEnemy()
1157 if ( enemyVisibility == VIS_FOV ) in NPC_CheckPossibleEnemy()
2176 NPCInfo->enemyLastVisibility = enemyVisibility; in NPC_CheckCanAttack()
2178 enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_360|CHECK_FOV);////CHECK_PVS| in NPC_CheckCanAttack()
2180 if(enemyVisibility >= VIS_FOV) in NPC_CheckCanAttack()
2314 enemyVisibility = VIS_SHOOT; in NPC_CheckCanAttack()
H A Db_local.h87 extern visibility_t enemyVisibility;
H A DNPC.cpp81 visibility_t enemyVisibility; variable
/dports/games/openjk/OpenJK-07675e2/codemp/game/
H A DNPC_behavior.c99 NPCS.NPCInfo->enemyLastVisibility = NPCS.enemyVisibility; in NPC_BSAdvanceFight()
100 NPCS.enemyVisibility = NPC_CheckVisibility ( NPCS.NPC->enemy, CHECK_FOV);//CHECK_360|//CHECK_PVS| in NPC_BSAdvanceFight()
102 if(NPCS.enemyVisibility == VIS_FOV) in NPC_BSAdvanceFight()
181 NPCS.enemyVisibility = VIS_SHOOT; in NPC_BSAdvanceFight()
640 …NPCS.enemyVisibility = NPC_CheckVisibility ( NPCS.NPC->enemy, CHECK_FOV|CHECK_SHOOT );//CHECK_360|… in NPC_BSFollowLeader()
641 if ( NPCS.enemyVisibility > VIS_PVS ) in NPC_BSFollowLeader()
657 if ( NPCS.enemyVisibility >= VIS_SHOOT ) in NPC_BSFollowLeader()
H A DNPC_AI_Default.c254 …oEVis = NPCS.enemyVisibility = NPC_CheckVisibility ( NPCS.NPC->enemy, CHECK_FOV|CHECK_SHOOT );//CH… in NPC_BSHuntAndKill()
255 if(NPCS.enemyVisibility > VIS_PVS) in NPC_BSHuntAndKill()
656 NPCS.enemyVisibility = VIS_SHOOT; in NPC_BSShoot()
H A DNPC_combat.c1215 if ( NPCS.enemyVisibility == VIS_UNKNOWN ) in NPC_CheckPossibleEnemy()
1217 NPCS.enemyVisibility = NPC_CheckVisibility ( NPCS.NPC->enemy, CHECK_360|CHECK_FOV ); in NPC_CheckPossibleEnemy()
1219 if ( NPCS.enemyVisibility == VIS_FOV ) in NPC_CheckPossibleEnemy()
2284 NPCS.NPCInfo->enemyLastVisibility = NPCS.enemyVisibility; in NPC_CheckCanAttack()
2286 NPCS.enemyVisibility = NPC_CheckVisibility ( NPCS.NPC->enemy, CHECK_360|CHECK_FOV);////CHECK_PVS| in NPC_CheckCanAttack()
2288 if(NPCS.enemyVisibility >= VIS_FOV) in NPC_CheckCanAttack()
2423 NPCS.enemyVisibility = VIS_SHOOT; in NPC_CheckCanAttack()
H A Db_local.h83 visibility_t enemyVisibility; member