Searched refs:newest_obj (Results 1 – 2 of 2) sorted by relevance
1635 object *newest_obj=NULL; in hud_target_newest_ship() local1678 newest_obj = A; in hud_target_newest_ship()1682 if (newest_obj) { in hud_target_newest_ship()1683 set_target_objnum( Player_ai, OBJ_INDEX(newest_obj) ); in hud_target_newest_ship()1684 hud_shield_hit_reset(newest_obj); in hud_target_newest_ship()1686 hud_maybe_set_sorted_turret_subsys(&Ships[newest_obj->instance]); in hud_target_newest_ship()1687 hud_restore_subsystem_target(&Ships[newest_obj->instance]); in hud_target_newest_ship()
1624 object *newest_obj=NULL; in hud_target_newest_ship() local1667 newest_obj = A; in hud_target_newest_ship()1671 if (newest_obj) { in hud_target_newest_ship()1672 set_target_objnum( Player_ai, OBJ_INDEX(newest_obj) ); in hud_target_newest_ship()1673 hud_shield_hit_reset(newest_obj); in hud_target_newest_ship()1675 hud_maybe_set_sorted_turret_subsys(&Ships[newest_obj->instance]); in hud_target_newest_ship()1676 hud_restore_subsystem_target(&Ships[newest_obj->instance]); in hud_target_newest_ship()