/dports/games/qonk/qonk-0.3.1/src/ |
H A D | settings.h | 24 static bool enemyVisibility; variable 53 static void setEnemyVisibility(bool b) { enemyVisibility = b; } in setEnemyVisibility() 54 static bool getEnemyVisibility() { return enemyVisibility; } in getEnemyVisibility()
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H A D | gameoptions.h | 22 bool enemyVisibility; variable 43 bool getEnemyVisibility() const { return enemyVisibility; } in getEnemyVisibility()
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H A D | gameoptions.cpp | 30 enemyVisibility = b; in setEnemyVisibility() 39 setEnemyVisibility(!enemyVisibility); in toggleEnemyVisibility()
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H A D | settings.cpp | 38 bool Settings::enemyVisibility = false; member in Settings 128 qonkReader->get("enemiesVisible", enemyVisibility); in init() 205 writer->write("enemiesVisible", enemyVisibility); in store()
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/dports/games/openjk/OpenJK-07675e2/code/game/ |
H A D | AI_Default.cpp | 261 …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()
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H A D | NPC_behavior.cpp | 101 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()
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H A D | NPC_combat.cpp | 1381 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()
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H A D | b_local.h | 86 extern visibility_t enemyVisibility;
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H A D | NPC.cpp | 82 visibility_t enemyVisibility; variable
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/dports/games/openjk/OpenJK-07675e2/codeJK2/game/ |
H A D | AI_Default.cpp | 264 …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()
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H A D | NPC_behavior.cpp | 98 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()
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H A D | NPC_combat.cpp | 1153 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()
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H A D | b_local.h | 87 extern visibility_t enemyVisibility;
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H A D | NPC.cpp | 81 visibility_t enemyVisibility; variable
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/dports/games/openjk/OpenJK-07675e2/codemp/game/ |
H A D | NPC_behavior.c | 99 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()
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H A D | NPC_AI_Default.c | 254 …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()
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H A D | NPC_combat.c | 1215 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()
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H A D | b_local.h | 83 visibility_t enemyVisibility; member
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