Searched refs:objectstatusptr (Results 1 – 5 of 5) sorted by relevance
1067 if(!objectstatusptr) in InitInanimateObject()1127 switch(objectstatusptr->typeId) in InitInanimateObject()1440 LOCALASSERT(objectstatusptr); in InanimateObjectBehaviour()1457 if(objectstatusptr->inan_tac) in InanimateObjectBehaviour()1534 LOCALASSERT(objectstatusptr); in InanimateObjectIsDamaged()1567 if (!objectstatusptr->Indestructable && objectstatusptr->explosionType) in InanimateObjectIsDamaged()1870 GLOBALASSERT(objectstatusptr); in SendRequestToInanimateObject()1914 LOCALASSERT(objectstatusptr); in RespawnInanimateObject()1928 LOCALASSERT(objectstatusptr); in KillInanimateObjectForRespawn()1954 LOCALASSERT(objectstatusptr); in KillFragmentalObjectForRespawn()[all …]
1345 INANIMATEOBJECT_STATUSBLOCK* objectstatusptr=(INANIMATEOBJECT_STATUSBLOCK*)sbptr->SBdataptr; in AssignAllSBNames() local1346 if(objectstatusptr) in AssignAllSBNames()1348 if(objectstatusptr->event_target) in AssignAllSBNames()1350 …objectstatusptr->event_target->event_target_sbptr=FindSBWithName(objectstatusptr->event_target->ev… in AssignAllSBNames()3301 INANIMATEOBJECT_STATUSBLOCK* objectstatusptr=(INANIMATEOBJECT_STATUSBLOCK*)sbptr->SBdataptr; in RemoveBehaviourStrategy() local3306 if (objectstatusptr) in RemoveBehaviourStrategy()3308 if(objectstatusptr->event_target) in RemoveBehaviourStrategy()3310 DeallocateMem(objectstatusptr->event_target); in RemoveBehaviourStrategy()3313 if(!objectstatusptr->inan_tac) break; in RemoveBehaviourStrategy()3314 txactrl_next = objectstatusptr->inan_tac; in RemoveBehaviourStrategy()
279 … INANIMATEOBJECT_STATUSBLOCK* objectstatusptr = nextReport->ObstacleSBPtr->SBdataptr; in NPC_IsObstructed() local280 … if((objectstatusptr)&&(objectstatusptr->Indestructable == 0)) in NPC_IsObstructed()3214 … INANIMATEOBJECT_STATUSBLOCK* objectstatusptr = nextReport->ObstacleSBPtr->SBdataptr; in New_NPC_IsObstructed() local3215 if (objectstatusptr) { in New_NPC_IsObstructed()3216 if (objectstatusptr->Indestructable == 0) { in New_NPC_IsObstructed()3218 … if ((objectstatusptr->explosionType==0)||(manager->ClearanceDamage!=AMMO_NPC_OBSTACLE_CLEAR)) { in New_NPC_IsObstructed()
1420 … INANIMATEOBJECT_STATUSBLOCK* objectstatusptr=(INANIMATEOBJECT_STATUSBLOCK*)hit_sbptr->SBdataptr; in AGun_MaintainGun() local1421 if(objectstatusptr->event_target) in AGun_MaintainGun()
3377 INANIMATEOBJECT_STATUSBLOCK* objectstatusptr = nextReport->ObstacleSBPtr->SBdataptr; in QueenBehaviour() local3378 if((objectstatusptr)&&(objectstatusptr->Indestructable == 0)) in QueenBehaviour()