Searched refs:AI_UPDATE_TIME (Results 1 – 19 of 19) sorted by relevance
177 #define AI_UPDATE_TIME 15 macro
34 interval = ( 1000 / AI_UPDATE_TIME ); in GlobalTimer()
100 sca->SetDefaultDuration(AI_UPDATE_TIME*(end-start) ); in CreateCell()
106 #define PrepareDuration(fx) fx->Duration = ((fx->Duration? fx->Duration*AI_UPDATE_TIME : 1) + GameT…
146 int GetHour(unsigned int time) { return (time/AI_UPDATE_TIME)%day_sec/hour_sec; } in GetHour()
686 Time.round_size = Time.round_sec * AI_UPDATE_TIME; in ReadGameTimeTable()690 Time.hour_size = Time.hour_sec * AI_UPDATE_TIME; in ReadGameTimeTable()692 Time.day_size = Time.day_sec * AI_UPDATE_TIME; in ReadGameTimeTable()2479 newfx->Duration = vvc->GetSequenceDuration(AI_UPDATE_TIME)*9/10 + core->GetGame()->GameTime; in SummonCreature()
2832 ieDword tmp = sca->GetSequenceDuration(AI_UPDATE_TIME)-sca->GetCurrentFrame(); in HasVVCCell()3258 spawn->NextSpawn = time + spawn->Frequency * AI_UPDATE_TIME * 60; in TriggerSpawn()3278 spawn->NextSpawn = time + spawn->Frequency * AI_UPDATE_TIME * 60; in TriggerSpawn()
796 return sca->GetSequenceDuration(AI_UPDATE_TIME); in AddTrail()
170 interval = 1000/AI_UPDATE_TIME; in Game()
468 newfx->Duration = (newfx->Duration-core->GetGame()->GameTime)/AI_UPDATE_TIME; in CreateUnsummonEffect()
199 sca->SetDefaultDuration(sca->GetSequenceDuration(AI_UPDATE_TIME)); in fx_play_bam_blended()573 fx->Duration = Duration ? Duration * AI_UPDATE_TIME : 1; in ConvertTiming()
165 parameters->int0Parameter*AI_UPDATE_TIME + mytime); in SetGlobalTimer()194 parameters->int0Parameter*AI_UPDATE_TIME + mytime); in SetGlobalTimerOnce()202 parameters->int0Parameter*AI_UPDATE_TIME + mytime); in RealSetGlobalTimer()1016 Sender->CurrentActionState = width * AI_UPDATE_TIME; in WaitRandom()1032 Sender->CurrentActionState = parameters->int0Parameter * AI_UPDATE_TIME; in Wait()2255 Sender->SetWait( 1 * AI_UPDATE_TIME ); in NIDSpecial2()3272 actor->SetWait(AI_UPDATE_TIME * 2); in Swing()3283 actor->SetWait(AI_UPDATE_TIME); in SwingOnce()3697 Sender->UnselectableTimer=parameters->int0Parameter * AI_UPDATE_TIME; in MakeUnselectable()5309 core->GetGame()->AdvanceTime(parameters->int0Parameter*AI_UPDATE_TIME); in AdvanceTime()[all …]
523 ieDword counter = ( AI_UPDATE_TIME * len ) / 1000; in DisplayStringCore()908 vvc->SetDefaultDuration( vvc->GetSequenceDuration(AI_UPDATE_TIME * iterations)); in GetVVCEffect()
967 int seconds = (fx->Duration - core->GetGame()->GameTime) / AI_UPDATE_TIME; in HandlePercentageDamage()1855 int timeStep = target->GetAdjustedTime(AI_UPDATE_TIME); in fx_set_poisoned_state()2981 …rameter1 && (core->GetGame()->GameTime % target->GetAdjustedTime(fx->Parameter1*AI_UPDATE_TIME))) { in fx_set_diseased_state()2989 if (core->GetGame()->GameTime % target->GetAdjustedTime(AI_UPDATE_TIME)) { in fx_set_diseased_state()3029 if (core->GetGame()->GameTime % target->GetAdjustedTime(AI_UPDATE_TIME)) { in fx_set_diseased_state()3301 int timeStep = target->GetAdjustedTime(AI_UPDATE_TIME); in fx_set_regenerating_state()6311 …GetGlobalID() == fx->Parameter4 && core->GetGame()->GameTime - fx->Parameter5 < AI_UPDATE_TIME/2) { in fx_cast_spell_on_condition()7106 if (!(core->GetGame()->GameTime % target->GetAdjustedTime(AI_UPDATE_TIME))) { in fx_apply_effect_repeat()7111 if (!(core->GetGame()->GameTime % target->GetAdjustedTime(AI_UPDATE_TIME))) { in fx_apply_effect_repeat()7118 …ameter1 && !(core->GetGame()->GameTime % target->GetAdjustedTime(fx->Parameter1*AI_UPDATE_TIME))) { in fx_apply_effect_repeat()[all …]
127 newGame->GameTime = GameTime*AI_UPDATE_TIME; in LoadGame()835 tmpDword = game->GameTime/AI_UPDATE_TIME; in PutHeader()
1643 …fx->Duration = core->GetGame()->GameTime + 3*AI_UPDATE_TIME; // not rounds, that's the total durat… in fx_cloak_of_fear()2920 tmp *= AI_UPDATE_TIME; in fx_bleeding_wounds()2959 fx->Parameter3=AI_UPDATE_TIME; in fx_area_effect()2961 fx->Parameter3*=AI_UPDATE_TIME; in fx_area_effect()
1678 ieDword newTime = core->GetGame()->GameTime + expiration*AI_UPDATE_TIME; in StartTimer()2357 SetWait(AI_UPDATE_TIME * core->Roll(1, 40, 0)); in RandomWalk()
3533 rate *= AI_UPDATE_TIME; in GetConHealAmount()4014 ieDword counter = ( AI_UPDATE_TIME * len ) / 1000; in ReactToDeath()7886 …if (InParty && core->HasFeature(GF_AUTOSEARCH_HIDDEN) && (third || ((roundFraction%AI_UPDATE_TIME)… in UpdateModalState()9419 core->timer.SetScreenShake(Point(10, -10), AI_UPDATE_TIME); in ModifyWeaponDamage()
5124 unsigned long GameTime = game->GameTime/AI_UPDATE_TIME;