/dports/games/barony/Barony-3.3.7/src/ |
H A D | actmonster.cpp | 564 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() [all …]
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H A D | monster_lichfire.cpp | 417 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() [all …]
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H A D | monster_scarab.cpp | 331 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()
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H A D | monster_lichice.cpp | 423 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()
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H A D | actbeartrap.cpp | 1133 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()
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H A D | actarrow.cpp | 629 …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()
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H A D | monster_gnome.cpp | 599 …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()
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H A D | entity_editor.cpp | 38 monsterState(skill[0]), in Entity()
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H A D | monster_shadow.cpp | 890 … 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()
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H A D | monster_goblin.cpp | 722 … 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()
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H A D | entity.cpp | 66 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() [all …]
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H A D | monster_kobold.cpp | 715 …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()
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H A D | monster_vampire.cpp | 891 … 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()
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H A D | monster_goatman.cpp | 1003 … 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()
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H A D | monster_incubus.cpp | 1010 … 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()
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H A D | actthrown.cpp | 1268 …if ( alertTarget && hit.entity->monsterState != MONSTER_STATE_ATTACK && (hitstats->type < LICH || … in actThrown() 1306 if ( entity->monsterState == MONSTER_STATE_WAIT ) in actThrown()
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H A D | monster_insectoid.cpp | 1122 … 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()
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H A D | monster_human.cpp | 1273 … 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()
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H A D | monster_shopkeeper.cpp | 1239 … 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()
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H A D | entity.hpp | 166 Sint32& monsterState; //skill[0] member in Entity
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H A D | actplayer.cpp | 4049 …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()
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H A D | game.cpp | 833 …&& (follower->monsterState == MONSTER_STATE_ATTACK || follower->monsterState == MONSTER_STATE_HUNT… in gameLogic()
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/dports/games/barony/Barony-3.3.7/src/magic/ |
H A D | actmagic.cpp | 989 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()
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H A D | magic.cpp | 1376 if ( hit.entity->monsterState == MONSTER_STATE_WAIT ) in spellEffectCharmMonster()
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