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Searched refs:CID_FLOOR (Results 1 – 12 of 12) sorted by relevance

/dports/games/ufoai/ufoai-2.5-source/src/tests/
H A Dtest_game.cpp237 count = GAMETEST_GetItemCount(ent, CID_FLOOR); in testInventoryForDiedAlien()
244 …CU_ASSERT_TRUE(G_ActorInvMove(ent, INVDEF(CID_FLOOR), entryToMove, INVDEF(CID_BACKPACK), tx, ty, f… in testInventoryForDiedAlien()
245 …UFO_CU_ASSERT_EQUAL_INT_MSG_FATAL(GAMETEST_GetItemCount(ent, CID_FLOOR), count - 1, va("item %s co… in testInventoryForDiedAlien()
317 count = GAMETEST_GetItemCount(ent, CID_FLOOR); in testInventoryWithTwoDiedAliensOnTheSameGridTile()
324 …CU_ASSERT_TRUE(G_ActorInvMove(ent, INVDEF(CID_FLOOR), entryToMove, INVDEF(CID_BACKPACK), tx, ty, f… in testInventoryWithTwoDiedAliensOnTheSameGridTile()
325 …UFO_CU_ASSERT_EQUAL_INT_MSG_FATAL(GAMETEST_GetItemCount(ent, CID_FLOOR), count - 1, va("item %s co… in testInventoryWithTwoDiedAliensOnTheSameGridTile()
357 if (cont->id == CID_ARMOUR || cont->id == CID_FLOOR) in testInventoryTempContainerLinks()
371 if (cont->id == CID_ARMOUR || cont->id == CID_FLOOR) in testInventoryTempContainerLinks()
/dports/games/ufoai/ufoai-2.5-source/src/game/
H A Dg_inventory.cpp157 return game.i.tryAddToInventory(&floor->chr.inv, &item, INVDEF(CID_FLOOR)); in G_AddItemToFloor()
192 floorAdjacent->chr.inv.findSpace(INVDEF(CID_FLOOR), ic, &x, &y, ic); in G_InventoryPlaceItemAdjacent()
253 if (container == CID_FLOOR) in G_InventoryToFloor()
275 if (game.i.addToInventory(&floor->chr.inv, &item, INVDEF(CID_FLOOR), NONE, NONE, 1) == nullptr) in G_InventoryToFloor()
H A Dg_morale.cpp46 INVDEF(CID_FLOOR), NONE, NONE, true); in G_MoralePanic()
49 INVDEF(CID_FLOOR), NONE, NONE, true); in G_MoralePanic()
H A Dg_mission.cpp95 G_ActorInvMove(activator, cont->def(), item, INVDEF(CID_FLOOR), NONE, NONE, false); in G_MissionTouch()
217 if (!G_InventoryRemoveItemByID(chain->item, item, CID_FLOOR)) { in G_MissionThink()
H A Dinv_shared.cpp50 return id == CID_FLOOR; in isFloorDef()
718 if (cont == &_containers[CID_FLOOR]) in getNextCont()
941 setContainer(CID_FLOOR, cont); in setFloorContainer()
966 return getContainer2(CID_FLOOR); in getFloorContainer()
H A Dinv_shared.h64 #define CID_FLOOR 8 macro
H A Dg_combat.cpp586 if (!game.i.tryAddToInventory(&floor->chr.inv, item, INVDEF(CID_FLOOR))) { in G_SpawnItemOnFloor()
598 if (game.i.tryAddToInventory(&floor->chr.inv, item, INVDEF(CID_FLOOR))) { in G_SpawnItemOnFloor()
H A Dg_ai.cpp1369 …G_ActorInvMove(ent, INVDEF(containerID), ent->getContainer(containerID), INVDEF(CID_FLOOR), NONE, … in AI_TryToReloadWeapon()
/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/events/event/world/
H A De_event_entperish.cpp49 cls.i.emptyContainer(&le->inv, CID_FLOOR); in CL_EntPerish()
/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/events/event/inventory/
H A De_event_invadd.cpp98 if (container != CID_FLOOR) in CL_InvAdd()
/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/
H A Dcl_localentity.cpp1572 cls.i.emptyContainer(&le->inv, CID_FLOOR); in LE_Cleanup()
/dports/games/ufoai/ufoai-2.5-source/src/common/
H A Dscripts.cpp2125 cid = CID_FLOOR; in Com_ParseInventory()