/dports/games/scummvm/scummvm-2.5.1/engines/saga2/ |
H A D | tilemode.cpp | 211 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 …]
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/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/ |
H A D | actor_walk.cpp | 96 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()
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H A D | combat.cpp | 158 if (actor->inCombat()) { in shoot() 176 if (sentenceId >= 0 && actor->inCombat()) { in shoot()
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H A D | actor_combat.cpp | 258 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()
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H A D | settings.cpp | 143 if (actor->inCombat()) { in openNewScene()
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H A D | actor.h | 182 bool inCombat() const { return _inCombat; } in inCombat() function
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/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/ |
H A D | actor_walk.cpp | 96 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()
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H A D | combat.cpp | 158 if (actor->inCombat()) { in shoot() 176 if (sentenceId >= 0 && actor->inCombat()) { in shoot()
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H A D | actor_combat.cpp | 260 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()
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H A D | settings.cpp | 143 if (actor->inCombat()) { in openNewScene()
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H A D | actor.h | 185 bool inCombat() const { return _inCombat; } in inCombat() function
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/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/script/ |
H A D | ai_script.cpp | 168 if (!_vm->_actors[actor]->inCombat()) { in completedMovementTrack() 195 if (_vm->_actors[actor]->inCombat()) { in clickedByPlayer() 301 if (!_vm->_actors[actor]->inCombat()) { in reachedMovementTrackWaypoint()
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/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/script/ |
H A D | ai_script.cpp | 168 if (!_vm->_actors[actor]->inCombat()) { in completedMovementTrack() 195 if (_vm->_actors[actor]->inCombat()) { in clickedByPlayer() 301 if (!_vm->_actors[actor]->inCombat()) { in reachedMovementTrackWaypoint()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/externalized/ |
H A D | Soldier.h | 30 bool handlePendingAction(bool inCombat);
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H A D | Soldier.cc | 113 bool Soldier::handlePendingAction(bool inCombat) in handlePendingAction() argument 121 if (!inCombat) in handlePendingAction()
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/dports/games/spring/spring_98.0/AI/Skirmish/RAI/ |
H A D | UnitManager.cpp | 121 U->inCombat = true; in UnitIdle() 224 U->inCombat=true; in UnitIdle() 338 U->inCombat = true; in GroupAddUnit() 399 iU->second->inCombat=true; in GroupAddEnemy()
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H A D | CombatManager.cpp | 33 U->inCombat=false; in UnitIdle() 94 if( U->inCombat ) in UnitDamaged() 111 U->inCombat=true; in UnitDamaged()
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H A D | RAI.h | 63 bool inCombat; member
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/dports/games/stratagus/stratagus-3.2.0/src/spell/ |
H A D | spells.cpp | 277 bool inCombat = false; in SelectTargetUnitsOfAutoCast() local 284 inCombat = true; in SelectTargetUnitsOfAutoCast() 288 if ((autocast->Combat == CONDITION_ONLY) ^ (inCombat)) { in SelectTargetUnitsOfAutoCast()
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/dports/games/scourge/scourge/src/ |
H A D | sound.h | 135 void checkMusic( bool inCombat, const char *currentCombatMusic );
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H A D | scourge.h | 632 return ( inCombat() && getUserConfiguration()->isBattleTurnBased() ); in inTurnBasedCombat() 635 inline bool inCombat() { in inCombat() function
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H A D | sound.cpp | 309 void Sound::checkMusic( bool inCombat, const char *currentCombatMusic ) { in checkMusic() argument 320 Mix_Music *should = ( inCombat ? currentFightMusic : currentLevelMusic ); in checkMusic()
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/dports/games/libretro-scummvm/scummvm-7b1e929/engines/xeen/ |
H A D | interface.cpp | 58 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()
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/dports/games/scummvm/scummvm-2.5.1/engines/xeen/ |
H A D | interface.cpp | 59 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()
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/dports/games/nazghul/nazghul-0.7.1/src/ |
H A D | character.h | 278 bool inCombat; variable
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