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Searched refs:face_player_smart (Results 1 – 9 of 9) sorted by relevance

/dports/games/NBlood/NBlood-a1689a4/source/rr/src/
H A Dactors.h73 face_player_smart = 64, enumerator
H A Dgameexec.cpp734 if (movflags&face_player_smart) in VM_Move()
H A Dplayer.cpp1331 … if (A_CheckEnemySprite(pSprite) && (AC_MOVFLAGS(pSprite, &actor[spriteNum]) & face_player_smart)) in A_Shoot()
/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/
H A Dactors.h71 face_player_smart = 64, enumerator
H A Dplayer.cpp953 … 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()
H A Dgameexec.cpp653 if (movflags & face_player_smart)
/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/
H A DDUKE3D.H201 #define face_player_smart 64 macro
H A Dplayer1.c1058 if( badguy(s) && (s->hitag&face_player_smart) ) in shoot()
H A Dgamedef2.c317 if(a&face_player_smart) in move()