Searched refs:numObstructiveCollisions (Results 1 – 2 of 2) sorted by relevance
185 moveData->numObstructiveCollisions = 0; in NPC_InitMovementData()229 moveData->numObstructiveCollisions = 0; in NPC_IsObstructed()268 moveData->numObstructiveCollisions++; in NPC_IsObstructed()269 if(moveData->numObstructiveCollisions > NPC_IMPEDING_COL_THRESHOLD) in NPC_IsObstructed()271 moveData->numObstructiveCollisions = 0; in NPC_IsObstructed()299 moveData->numObstructiveCollisions = 0; in NPC_IsObstructed()3119 int numObstructiveCollisions; in New_NPC_IsObstructed() local3129 numObstructiveCollisions=0; in New_NPC_IsObstructed()3194 numObstructiveCollisions++; in New_NPC_IsObstructed()3233 if (numObstructiveCollisions==0) { in New_NPC_IsObstructed()
64 int numObstructiveCollisions; member