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Searched refs:monsterState (Results 1 – 24 of 24) sorted by relevance

/dports/games/barony/Barony-3.3.7/src/
H A Dactmonster.cpp564 if ( my->monsterState != 0 ) in monsterMoveAside()
626 my->monsterState = MONSTER_STATE_PATH; in monsterMoveAside()
1861 if ( my->monsterState != MONSTER_STATE_ATTACK && my->monsterState <= MONSTER_STATE_HUNT ) in actMonster()
2327 my->monsterState = MONSTER_STATE_PATH; in actMonster()
3981 my->monsterState = MONSTER_STATE_WAIT; in actMonster()
3989 my->monsterState = MONSTER_STATE_WAIT; in actMonster()
4693 my->monsterState = MONSTER_STATE_WAIT; in actMonster()
4699 my->monsterState = MONSTER_STATE_WAIT; in actMonster()
4754 my->monsterState = MONSTER_STATE_WAIT; in actMonster()
5092 my->monsterState = MONSTER_STATE_PATH; in actMonster()
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H A Dmonster_lichfire.cpp417 if ( my->monsterState == MONSTER_STATE_LICHFIRE_DIE ) in lichFireAnimate()
468 || my->monsterState == MONSTER_STATE_LICH_CASTSPELLS) in lichFireAnimate()
469 && my->monsterState != MONSTER_STATE_LICHFIRE_DIE ) in lichFireAnimate()
614 if ( my->monsterState == MONSTER_STATE_LICH_CASTSPELLS ) in lichFireAnimate()
678 if ( my->monsterState == MONSTER_STATE_LICH_CASTSPELLS in lichFireAnimate()
679 || my->monsterState == MONSTER_STATE_LICHFIRE_DIE ) in lichFireAnimate()
689 if ( my->monsterState != MONSTER_STATE_LICHFIRE_DIE ) in lichFireAnimate()
714 if ( my->monsterState != MONSTER_STATE_LICHFIRE_DIE ) in lichFireAnimate()
724 if ( my->monsterState == MONSTER_STATE_LICH_CASTSPELLS ) in lichFireAnimate()
735 else if ( my->monsterState == MONSTER_STATE_LICHFIRE_DIE ) in lichFireAnimate()
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H A Dmonster_scarab.cpp331 else if ( my->monsterState == 1 ) in scarabAnimate()
351 else if ( my->monsterState == 0 ) in scarabAnimate()
432 else if ( my->monsterState == 1 ) in scarabAnimate()
452 else if ( my->monsterState == 0 ) in scarabAnimate()
H A Dmonster_lichice.cpp423 if ( my->monsterState == MONSTER_STATE_LICHICE_DIE ) in lichIceAnimate()
476 || my->monsterState == MONSTER_STATE_LICH_CASTSPELLS) in lichIceAnimate()
477 && my->monsterState != MONSTER_STATE_LICHICE_DIE ) in lichIceAnimate()
797 if ( my->monsterState != MONSTER_STATE_LICHFIRE_DIE ) in lichIceAnimate()
823 if ( my->monsterState != MONSTER_STATE_LICHICE_DIE ) in lichIceAnimate()
832 if ( my->monsterState == MONSTER_STATE_LICHICE_DIE ) in lichIceAnimate()
1231 if ( monsterSpecialState == 0 && monsterState != MONSTER_STATE_LICH_CASTSPELLS in lichIceSetNextAttack()
1374 if ( monsterState == MONSTER_STATE_LICHICE_TELEPORT_STATIONARY ) in lichIceTeleport()
H A Dactbeartrap.cpp1133 if ( (entity->monsterState == MONSTER_STATE_WAIT || entity->monsterTarget == 0) in actDecoyBox()
1177 if ( entity->monsterState == MONSTER_STATE_WAIT || entity->monsterTarget == 0 ) in actDecoyBox()
1204 entity->monsterState = MONSTER_STATE_HUNT; // hunt state in actDecoyBox()
1220 if ( entity->monsterState == MONSTER_STATE_WAIT || entity->monsterTarget == 0 ) in actDecoyBox()
H A Dactarrow.cpp629 …if ( alertTarget && hit.entity->monsterState != MONSTER_STATE_ATTACK && (hitstats->type < LICH || … in actArrow()
656 if ( entity->monsterState == MONSTER_STATE_WAIT ) // monster is waiting in actArrow()
H A Dmonster_gnome.cpp599 …if ( my->monsterArmbended || (weapon->flags[INVISIBLE] && my->monsterState == MONSTER_STATE_WAIT) ) in gnomeMoveBodyparts()
632 if ( shield->flags[INVISIBLE] && my->monsterState == MONSTER_STATE_WAIT ) in gnomeMoveBodyparts()
H A Dentity_editor.cpp38 monsterState(skill[0]), in Entity()
H A Dmonster_shadow.cpp890 … if ( MONSTER_ARMBENDED || (weapon->flags[INVISIBLE] && my->monsterState == MONSTER_STATE_WAIT) ) in shadowMoveBodyparts()
925 if ( shield->flags[INVISIBLE] && my->monsterState == MONSTER_STATE_WAIT ) in shadowMoveBodyparts()
1654 if ( monsterState != MONSTER_STATE_ATTACK ) in shadowChooseWeapon()
H A Dmonster_goblin.cpp722 … if ( MONSTER_ARMBENDED || (weapon->flags[INVISIBLE] && my->monsterState == MONSTER_STATE_WAIT) ) in goblinMoveBodyparts()
751 if ( shield->flags[INVISIBLE] && my->monsterState == MONSTER_STATE_WAIT ) in goblinMoveBodyparts()
H A Dentity.cpp66 monsterState(skill[0]), in Entity()
6893 previousMonsterState = hit.entity->monsterState; in attack()
8472 monsterState = 0; in attack()
10014 monsterState = MONSTER_STATE_PATH; in teleport()
14226 if ( monsterState == MONSTER_STATE_WAIT ) in monsterAcquireAttackTarget()
14266 if ( monsterState == MONSTER_STATE_WAIT ) in monsterAcquireAttackTarget()
14330 || monsterState == MONSTER_STATE_LICH_CASTSPELLS in monsterAcquireAttackTarget()
14332 || monsterState == MONSTER_STATE_LICHFIRE_DIE in monsterAcquireAttackTarget()
14333 || monsterState == MONSTER_STATE_LICHICE_DIE) ) in monsterAcquireAttackTarget()
14339 monsterState = state; in monsterAcquireAttackTarget()
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H A Dmonster_kobold.cpp715 …if ( my->monsterArmbended || (weapon->flags[INVISIBLE] && my->monsterState == MONSTER_STATE_WAIT) ) in koboldMoveBodyparts()
750 if ( shield->flags[INVISIBLE] && my->monsterState == MONSTER_STATE_WAIT ) in koboldMoveBodyparts()
H A Dmonster_vampire.cpp891 … if ( MONSTER_ARMBENDED || (weapon->flags[INVISIBLE] && my->monsterState != MONSTER_STATE_ATTACK) ) in vampireMoveBodyparts()
956 if ( shield->flags[INVISIBLE] && (my->monsterState != MONSTER_STATE_ATTACK) ) in vampireMoveBodyparts()
H A Dmonster_goatman.cpp1003 … if ( MONSTER_ARMBENDED || (weapon->flags[INVISIBLE] && my->monsterState == MONSTER_STATE_WAIT) ) in goatmanMoveBodyparts()
1032 if ( shield->flags[INVISIBLE] && my->monsterState == MONSTER_STATE_WAIT ) in goatmanMoveBodyparts()
H A Dmonster_incubus.cpp1010 … if ( MONSTER_ARMBENDED || (weapon->flags[INVISIBLE] && my->monsterState != MONSTER_STATE_ATTACK) ) in incubusMoveBodyparts()
1043 if ( shield->flags[INVISIBLE] && (my->monsterState != MONSTER_STATE_ATTACK) ) in incubusMoveBodyparts()
H A Dactthrown.cpp1268 …if ( alertTarget && hit.entity->monsterState != MONSTER_STATE_ATTACK && (hitstats->type < LICH || … in actThrown()
1306 if ( entity->monsterState == MONSTER_STATE_WAIT ) in actThrown()
H A Dmonster_insectoid.cpp1122 … if ( MONSTER_ARMBENDED || (weapon->flags[INVISIBLE] && my->monsterState == MONSTER_STATE_WAIT) ) in insectoidMoveBodyparts()
1151 if ( shield->flags[INVISIBLE] && my->monsterState == MONSTER_STATE_WAIT ) in insectoidMoveBodyparts()
H A Dmonster_human.cpp1273 … if ( MONSTER_ARMBENDED || (weapon->flags[INVISIBLE] && my->monsterState != MONSTER_STATE_ATTACK) ) in humanMoveBodyparts()
1373 if ( shield->flags[INVISIBLE] && (my->monsterState != MONSTER_STATE_ATTACK) ) in humanMoveBodyparts()
H A Dmonster_shopkeeper.cpp1239 … if ( MONSTER_ARMBENDED || (weapon->flags[INVISIBLE] && my->monsterState != MONSTER_STATE_ATTACK) ) in shopkeeperMoveBodyparts()
1273 if ( shield->flags[INVISIBLE] && (my->monsterState != MONSTER_STATE_ATTACK) ) in shopkeeperMoveBodyparts()
H A Dentity.hpp166 Sint32& monsterState; //skill[0] member in Entity
H A Dactplayer.cpp4049 …if ( hit.entity->monsterState == MONSTER_STATE_WAIT || (hit.entity->monsterState == MONSTER_STATE_… in actPlayer()
4100 …if ( hit.entity->monsterState == MONSTER_STATE_WAIT || (hit.entity->monsterState == MONSTER_STATE_… in actPlayer()
H A Dgame.cpp833 …&& (follower->monsterState == MONSTER_STATE_ATTACK || follower->monsterState == MONSTER_STATE_HUNT… in gameLogic()
/dports/games/barony/Barony-3.3.7/src/magic/
H A Dactmagic.cpp989 hit.entity->monsterState = MONSTER_STATE_HUNT; in actMagicMissile()
994 hit.entity->monsterState = MONSTER_STATE_HUNT; in actMagicMissile()
1012 hit.entity->monsterState = MONSTER_STATE_HUNT; in actMagicMissile()
1017 hit.entity->monsterState = MONSTER_STATE_HUNT; in actMagicMissile()
1062 …if ( alertTarget && hit.entity->monsterState != MONSTER_STATE_ATTACK && (hitstats->type < LICH || … in actMagicMissile()
1088 if ( entity->monsterState == MONSTER_STATE_WAIT ) in actMagicMissile()
H A Dmagic.cpp1376 if ( hit.entity->monsterState == MONSTER_STATE_WAIT ) in spellEffectCharmMonster()