Searched refs:pl_objp (Results 1 – 6 of 6) sorted by relevance
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ai/ |
H A D | ai.h | 603 extern void create_model_path(object *pl_objp, object *mobjp, int path_num, int subsys_path=0); 610 int ai_acquire_emerge_path(object *pl_objp, int parent_objnum, int path_mask, vec3d *pos, vec3d *fv… 611 int ai_acquire_depart_path(object *pl_objp, int parent_objnum, int path_mask); 614 extern void ai_set_positions(object *pl_objp, object *en_objp, ai_info *aip, vec3d *player_pos, vec… 620 extern void ai_find_path(object *pl_objp, int objnum, int path_num, int exit_flag, int subsys_path=…
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H A D | aicode.cpp | 2858 if (pp_collide(&pl_objp->pos, &gp0, mobjp, pl_objp->radius)) { in create_model_path() 2862 perim_point2 = pl_objp->pos; in create_model_path() 2898 aip->path_create_pos = pl_objp->pos; in create_model_path() 3566 *player_pos = pl_objp->pos; in ai_set_positions() 12998 Assert( pl_objp ); in ai_manage_bay_doors() 12999 Assert( pl_objp->instance >= 0 ); in ai_manage_bay_doors() 13002 ship *shipp = &Ships[pl_objp->instance]; in ai_manage_bay_doors() 13054 ship *shipp = &Ships[pl_objp->instance]; in ai_acquire_emerge_path() 13142 pl_objp->phys_info.vel = vel; in ai_acquire_emerge_path() 13143 pl_objp->phys_info.desired_vel = vel; in ai_acquire_emerge_path() [all …]
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H A D | aibig.cpp | 1876 int ai_big_maybe_enter_strafe_mode(const object *pl_objp, int weapon_objnum) in ai_big_maybe_enter_strafe_mode() argument 1882 aip = &Ai_info[Ships[pl_objp->instance].ai_index]; in ai_big_maybe_enter_strafe_mode() 1904 if ( !(Ship_info[Ships[pl_objp->instance].ship_info_index].is_fighter_bomber()) ) { in ai_big_maybe_enter_strafe_mode() 1933 ai_big_strafe_maybe_attack_turret(pl_objp, weapon_objp); in ai_big_maybe_enter_strafe_mode()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/ai/ |
H A D | ai.h | 662 extern void create_model_path(object *pl_objp, object *mobjp, int path_num, int subsys_path=0); 669 int ai_acquire_emerge_path(object *pl_objp, int parent_objnum, int path_mask, vec3d *pos, vec3d *fv… 670 int ai_acquire_depart_path(object *pl_objp, int parent_objnum, int path_mask); 673 extern void ai_set_positions(object *pl_objp, object *en_objp, ai_info *aip, vec3d *player_pos, vec… 679 extern void ai_find_path(object *pl_objp, int objnum, int path_num, int exit_flag, int subsys_path=…
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H A D | aicode.cpp | 2752 if (pp_collide(&pl_objp->pos, &gp0, mobjp, pl_objp->radius)) { in create_model_path() 2756 perim_point2 = pl_objp->pos; in create_model_path() 2792 aip->path_create_pos = pl_objp->pos; in create_model_path() 3486 *player_pos = pl_objp->pos; in ai_set_positions() 12562 Assert( pl_objp ); in ai_manage_bay_doors() 12563 Assert( pl_objp->instance >= 0 ); in ai_manage_bay_doors() 12566 ship *shipp = &Ships[pl_objp->instance]; in ai_manage_bay_doors() 12617 ship *shipp = &Ships[pl_objp->instance]; in ai_acquire_emerge_path() 12701 pl_objp->phys_info.vel = vel; in ai_acquire_emerge_path() 12702 pl_objp->phys_info.desired_vel = vel; in ai_acquire_emerge_path() [all …]
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H A D | aibig.cpp | 1713 int ai_big_maybe_enter_strafe_mode(object *pl_objp, int weapon_objnum, int consider_target_only) in ai_big_maybe_enter_strafe_mode() argument 1719 aip = &Ai_info[Ships[pl_objp->instance].ai_index]; in ai_big_maybe_enter_strafe_mode() 1741 if ( !(Ship_info[Ships[pl_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) ) { in ai_big_maybe_enter_strafe_mode() 1770 ai_big_strafe_maybe_attack_turret(pl_objp, weapon_objp); in ai_big_maybe_enter_strafe_mode()
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