Searched refs:faceEnemy (Results 1 – 16 of 16) sorted by relevance
379 faceEnemy(); in cover()409 faceEnemy(); in approachToCloseAttack()432 faceEnemy(); in approachToRangedAttack()447 faceEnemy(); in uncover()459 faceEnemy(); in aim()472 faceEnemy(); in rangedAttack()487 faceEnemy(); in closeAttack()519 void ActorCombat::faceEnemy() { in faceEnemy() function in BladeRunner::ActorCombat
87 void faceEnemy();
381 faceEnemy(); in cover()411 faceEnemy(); in approachToCloseAttack()434 faceEnemy(); in approachToRangedAttack()449 faceEnemy(); in uncover()461 faceEnemy(); in aim()474 faceEnemy(); in rangedAttack()489 faceEnemy(); in closeAttack()521 void ActorCombat::faceEnemy() { in faceEnemy() function in BladeRunner::ActorCombat
55 static qboolean faceEnemy; variable343 faceEnemy = qfalse; in Grenadier_CheckMoveState()509 faceEnemy = qfalse; in NPC_BSGrenadier_Attack()591 faceEnemy = qtrue; in NPC_BSGrenadier_Attack()638 if ( !faceEnemy ) in NPC_BSGrenadier_Attack()
36 static qboolean faceEnemy; variable329 faceEnemy = qfalse; in NPC_BSSaberDroid_Attack()355 faceEnemy = qtrue; in NPC_BSSaberDroid_Attack()386 if ( !faceEnemy ) in NPC_BSSaberDroid_Attack()
57 static qboolean faceEnemy; variable356 faceEnemy = qfalse; in Sniper_CheckMoveState()718 faceEnemy = qfalse; in NPC_BSSniper_Attack()793 faceEnemy = qtrue; in NPC_BSSniper_Attack()873 if ( !faceEnemy ) in NPC_BSSniper_Attack()
76 static qboolean faceEnemy; variable1632 faceEnemy = qfalse; in ST_CheckFireState()2340 faceEnemy = qfalse; in NPC_BSST_Attack()2441 faceEnemy = qtrue; in NPC_BSST_Attack()2447 faceEnemy = qfalse; in NPC_BSST_Attack()2454 faceEnemy = qtrue; in NPC_BSST_Attack()2468 if ( faceEnemy ) in NPC_BSST_Attack()2593 faceEnemy = qfalse; in NPC_BSST_Attack()2598 if ( !faceEnemy ) in NPC_BSST_Attack()
2033 qboolean faceEnemy = qfalse; in NPC_BSEmplaced() local2062 faceEnemy = qtrue; in NPC_BSEmplaced()2069 if ( faceEnemy ) in NPC_BSEmplaced()
57 static qboolean faceEnemy; variable345 faceEnemy = qfalse; in Grenadier_CheckMoveState()511 faceEnemy = qfalse; in NPC_BSGrenadier_Attack()593 faceEnemy = qtrue; in NPC_BSGrenadier_Attack()640 if ( !faceEnemy ) in NPC_BSGrenadier_Attack()
58 static qboolean faceEnemy; variable352 faceEnemy = qfalse; in Sniper_CheckMoveState()690 faceEnemy = qfalse; in NPC_BSSniper_Attack()763 faceEnemy = qtrue; in NPC_BSSniper_Attack()823 if ( !faceEnemy ) in NPC_BSSniper_Attack()
59 static qboolean faceEnemy; variable554 faceEnemy = qfalse; in GM_CheckFireState()675 faceEnemy = qfalse; in NPC_BSGM_Attack()972 faceEnemy = qtrue; in NPC_BSGM_Attack()979 faceEnemy = qtrue; in NPC_BSGM_Attack()1061 else if ( faceEnemy ) in NPC_BSGM_Attack()1097 faceEnemy = qfalse; in NPC_BSGM_Attack()1102 if ( !faceEnemy ) in NPC_BSGM_Attack()
73 static qboolean faceEnemy; variable1236 faceEnemy = qfalse; in ST_CheckMoveState()1256 faceEnemy = qfalse; in ST_CheckMoveState()1516 faceEnemy = qfalse; in ST_CheckFireState()2476 faceEnemy = qfalse; in NPC_BSST_Attack()2572 faceEnemy = qtrue; in NPC_BSST_Attack()2578 faceEnemy = qfalse; in NPC_BSST_Attack()2585 faceEnemy = qtrue; in NPC_BSST_Attack()2599 if ( faceEnemy ) in NPC_BSST_Attack()2644 faceEnemy = qfalse; in NPC_BSST_Attack()[all …]
1687 qboolean faceEnemy = qfalse; in NPC_BSEmplaced() local1716 faceEnemy = qtrue; in NPC_BSEmplaced()1723 if ( faceEnemy ) in NPC_BSEmplaced()
64 static qboolean faceEnemy; variable1280 faceEnemy = qfalse; in ST_CheckMoveState()1300 faceEnemy = qfalse; in ST_CheckMoveState()1563 faceEnemy = qfalse; in ST_CheckFireState()2525 faceEnemy = qfalse; in NPC_BSST_Attack()2620 faceEnemy = qtrue; in NPC_BSST_Attack()2626 faceEnemy = qfalse; in NPC_BSST_Attack()2633 faceEnemy = qtrue; in NPC_BSST_Attack()2647 if ( faceEnemy ) in NPC_BSST_Attack()2692 faceEnemy = qfalse; in NPC_BSST_Attack()[all …]
1675 qboolean faceEnemy = qfalse; in NPC_BSEmplaced() local1734 faceEnemy = qtrue; in NPC_BSEmplaced()1741 if ( faceEnemy ) in NPC_BSEmplaced()