Searched refs:face_player_smart (Results 1 – 9 of 9) sorted by relevance
73 face_player_smart = 64, enumerator
734 if (movflags&face_player_smart) in VM_Move()
1331 … if (A_CheckEnemySprite(pSprite) && (AC_MOVFLAGS(pSprite, &actor[spriteNum]) & face_player_smart)) in A_Shoot()
71 face_player_smart = 64, enumerator
953 … if (A_CheckEnemySprite(pSprite) && (AC_MOVFLAGS(pSprite, &actor[spriteNum]) & face_player_smart)) in A_ShootCustom()1370 … if (A_CheckEnemySprite(pSprite) && (AC_MOVFLAGS(pSprite, &actor[spriteNum]) & face_player_smart)) in A_ShootHardcoded()1605 … if (A_CheckEnemySprite(pSprite) && (AC_MOVFLAGS(pSprite, &actor[spriteNum]) & face_player_smart)) in A_ShootHardcoded()
653 if (movflags & face_player_smart)
201 #define face_player_smart 64 macro
1058 if( badguy(s) && (s->hitag&face_player_smart) ) in shoot()
317 if(a&face_player_smart) in move()