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Searched refs:inCombat (Results 1 – 25 of 44) sorted by relevance

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/dports/games/scummvm/scummvm-2.5.1/engines/saga2/
H A Dtilemode.cpp211 static bool inCombat, variable
233 return (inCombat && combatPaused); in InCombatPauseKludge()
601 inCombat = false; in initTileModeState()
613 out->writeUint16LE(inCombat); in saveTileModeState()
630 inCombat = in->readUint16LE(); in loadTileModeState()
731 if (!inCombat) { in TileModeHandleTask()
732 inCombat = true; in TileModeHandleTask()
736 if (inCombat) { in TileModeHandleTask()
737 inCombat = false; in TileModeHandleTask()
742 if (inCombat) { in TileModeHandleTask()
[all …]
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/
H A Dactor_walk.cpp96 if (_vm->_actors[actorId]->inCombat()) { in setup()
199 if (_vm->_actors[actorId]->inCombat()) { in tick()
242 if (_vm->_actors[actorId]->inCombat()) { in stop()
263 if (_vm->_actors[actorId]->inCombat()) { in run()
H A Dcombat.cpp158 if (actor->inCombat()) { in shoot()
176 if (sentenceId >= 0 && actor->inCombat()) { in shoot()
H A Dactor_combat.cpp258 if (enemy->inCombat()) { in hitAttempt()
281 if (enemy->inCombat()) { in hitAttempt()
603 int combatFactor = enemy->inCombat() ? 0 : 100; in calculateAttackRatio()
665 int combatFactor = enemy->inCombat() ? 100 : 0; in calculateFleeRatio()
H A Dsettings.cpp143 if (actor->inCombat()) { in openNewScene()
H A Dactor.h182 bool inCombat() const { return _inCombat; } in inCombat() function
/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/
H A Dactor_walk.cpp96 if (_vm->_actors[actorId]->inCombat()) { in setup()
199 if (_vm->_actors[actorId]->inCombat()) { in tick()
242 if (_vm->_actors[actorId]->inCombat()) { in stop()
263 if (_vm->_actors[actorId]->inCombat()) { in run()
H A Dcombat.cpp158 if (actor->inCombat()) { in shoot()
176 if (sentenceId >= 0 && actor->inCombat()) { in shoot()
H A Dactor_combat.cpp260 if (enemy->inCombat()) { in hitAttempt()
283 if (enemy->inCombat()) { in hitAttempt()
605 int combatFactor = enemy->inCombat() ? 0 : 100; in calculateAttackRatio()
667 int combatFactor = enemy->inCombat() ? 100 : 0; in calculateFleeRatio()
H A Dsettings.cpp143 if (actor->inCombat()) { in openNewScene()
H A Dactor.h185 bool inCombat() const { return _inCombat; } in inCombat() function
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/script/
H A Dai_script.cpp168 if (!_vm->_actors[actor]->inCombat()) { in completedMovementTrack()
195 if (_vm->_actors[actor]->inCombat()) { in clickedByPlayer()
301 if (!_vm->_actors[actor]->inCombat()) { in reachedMovementTrackWaypoint()
/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/script/
H A Dai_script.cpp168 if (!_vm->_actors[actor]->inCombat()) { in completedMovementTrack()
195 if (_vm->_actors[actor]->inCombat()) { in clickedByPlayer()
301 if (!_vm->_actors[actor]->inCombat()) { in reachedMovementTrackWaypoint()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/externalized/
H A DSoldier.h30 bool handlePendingAction(bool inCombat);
H A DSoldier.cc113 bool Soldier::handlePendingAction(bool inCombat) in handlePendingAction() argument
121 if (!inCombat) in handlePendingAction()
/dports/games/spring/spring_98.0/AI/Skirmish/RAI/
H A DUnitManager.cpp121 U->inCombat = true; in UnitIdle()
224 U->inCombat=true; in UnitIdle()
338 U->inCombat = true; in GroupAddUnit()
399 iU->second->inCombat=true; in GroupAddEnemy()
H A DCombatManager.cpp33 U->inCombat=false; in UnitIdle()
94 if( U->inCombat ) in UnitDamaged()
111 U->inCombat=true; in UnitDamaged()
H A DRAI.h63 bool inCombat; member
/dports/games/stratagus/stratagus-3.2.0/src/spell/
H A Dspells.cpp277 bool inCombat = false; in SelectTargetUnitsOfAutoCast() local
284 inCombat = true; in SelectTargetUnitsOfAutoCast()
288 if ((autocast->Combat == CONDITION_ONLY) ^ (inCombat)) { in SelectTargetUnitsOfAutoCast()
/dports/games/scourge/scourge/src/
H A Dsound.h135 void checkMusic( bool inCombat, const char *currentCombatMusic );
H A Dscourge.h632 return ( inCombat() && getUserConfiguration()->isBattleTurnBased() ); in inTurnBasedCombat()
635 inline bool inCombat() { in inCombat() function
H A Dsound.cpp309 void Sound::checkMusic( bool inCombat, const char *currentCombatMusic ) { in checkMusic() argument
320 Mix_Music *should = ( inCombat ? currentFightMusic : currentLevelMusic ); in checkMusic()
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/xeen/
H A Dinterface.cpp58 bool inCombat = _vm->_mode == MODE_COMBAT; in drawParty() local
62 uint partyCount = inCombat ? combat._combatParty.size() : party._activeParty.size(); in drawParty()
64 Character &c = inCombat ? *combat._combatParty[idx] : party._activeParty[idx]; in drawParty()
77 Character &c = inCombat ? *combat._combatParty[idx] : party._activeParty[idx]; in drawParty()
/dports/games/scummvm/scummvm-2.5.1/engines/xeen/
H A Dinterface.cpp59 bool inCombat = _vm->_mode == MODE_COMBAT; in drawParty() local
63 uint partyCount = inCombat ? combat._combatParty.size() : party._activeParty.size(); in drawParty()
65 Character &c = inCombat ? *combat._combatParty[idx] : party._activeParty[idx]; in drawParty()
78 Character &c = inCombat ? *combat._combatParty[idx] : party._activeParty[idx]; in drawParty()
/dports/games/nazghul/nazghul-0.7.1/src/
H A Dcharacter.h278 bool inCombat; variable

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