Lines Matching refs:Difficulty_level

723 					create_path_to_player(obj, 4 + Overall_agitation/8 + Difficulty_level, 1);  in do_ai_frame()
758 create_path_to_player(obj, 4 + Overall_agitation/8 + Difficulty_level, 1); in do_ai_frame()
866 sval = (dist_to_player * (Difficulty_level+1))/64; in do_ai_frame()
984 …create_n_segment_path_to_door(obj, 8+Difficulty_level, -1); // third parameter is avoid_seg, -… in do_ai_frame()
992 ailp->next_action_time = (NDL - Difficulty_level) * 2*F1_0; in do_ai_frame()
1000 …create_n_segment_path_to_door(obj, 8+Difficulty_level, -1); // third parameter is avoid_seg, -… in do_ai_frame()
1042 circle_distance = robptr->circle_distance[Difficulty_level] + ConsoleObject->size; in do_ai_frame()
1100 circle_distance = robptr->circle_distance[Difficulty_level] + ConsoleObject->size; in do_ai_frame()
1168 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]); in do_ai_frame()
1227 …ailp->next_fire = (F1_0/2)*(NDL+5 - Difficulty_level); // Drop a proximity bomb every 5 secon… in do_ai_frame()
1289 } else if ((dist_to_player > F1_0*(20*(2*Difficulty_level + robptr->pursuit))) in do_ai_frame()
1290 && (GameTime - ailp->time_player_seen > (F1_0/2*(Difficulty_level+robptr->pursuit))) in do_ai_frame()
1346 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]); in do_ai_frame()
1359 …if ((dist_to_player < F1_0*120+Difficulty_level*F1_0*20) || (ailp->player_awareness_type >= PA_WEA… in do_ai_frame()
1370 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]); in do_ai_frame()
1429 ai_turn_towards_vector(&goal_vector, obj, robptr->turn_time[Difficulty_level]); in do_ai_frame()
1547 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]); in do_ai_frame()
1559 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]); in do_ai_frame()
1574 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]); in do_ai_frame()
1588 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]); in do_ai_frame()
1823 Boss_invulnerable_dot = F1_0/4 - i2f(Difficulty_level)/8; in init_robots_for_level()