/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TacticalAI/ |
H A D | Knowledge.cc | 30 if (gTacticalStatus.Team[team].bHuman || team == CIV_TEAM) return; in CallAvailableTeamEnemiesTo() 68 if (IsTeamActive(CIV_TEAM)) in CallAvailableKingpinMenTo() 71 gsPublicNoiseGridno[CIV_TEAM] = sGridNo; in CallAvailableKingpinMenTo() 72 gubPublicNoiseVolume[CIV_TEAM] = MAX_MISC_NOISE_DURATION; in CallAvailableKingpinMenTo() 75 FOR_EACH_IN_TEAM(s, CIV_TEAM) in CallAvailableKingpinMenTo() 90 if (IsTeamActive(CIV_TEAM)) in CallEldinTo() 223 if ( (pSoldier->bTeam != CIV_TEAM) || ( pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP ) ) in MostImportantNoiseHeard() 251 …if ( pSoldier->bOrders <= CLOSEPATROL && (pSoldier->bTeam == CIV_TEAM || pSoldier->ubProfile != NO… in MostImportantNoiseHeard()
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H A D | AIInternals.h | 56 …acticalStatus.Team[ MILITIA_TEAM ].bMenInSector + gTacticalStatus.Team[ CIV_TEAM ].bMenInSector) +…
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H A D | Movement.cc | 331 (pSoldier->bTeam == CIV_TEAM || pSoldier->ubProfile != NO_PROFILE) && in InternalGoAsFarAsPossibleTowards()
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H A D | AIMain.cc | 1854 …if ( pSoldier->bTeam == CIV_TEAM && pSoldier->ubProfile != NO_PROFILE && pSoldier->bNeutral && gMe… in CheckForChangingOrders() 2050 if (s.bTeam == CIV_TEAM && s.fAIFlags & AI_CHECK_SCHEDULE) in HandleAITacticalTraversal()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/ |
H A D | Overhead_Types.h | 234 #define CIV_TEAM 4 macro 235 #define LAST_TEAM CIV_TEAM
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H A D | Enemy_Soldier_Save.cc | 121 if (bp->bTeam != ENEMY_TEAM && bp->bTeam != CREATURE_TEAM && bp->bTeam != CIV_TEAM) in LoadEnemySoldiersFromTempFile() 204 if (bp->bTeam != CIV_TEAM) in LoadEnemySoldiersFromTempFile() 560 if (bp->bTeam != CIV_TEAM) continue; in NewWayOfLoadingCiviliansFromTempFile() 621 if (bp->bTeam == CIV_TEAM) in NewWayOfLoadingCiviliansFromTempFile() 669 first_team = CIV_TEAM; in NewWayOfSavingEnemyAndCivliansToTempFile() 670 last_team = CIV_TEAM; in NewWayOfSavingEnemyAndCivliansToTempFile()
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H A D | Soldier_Init_List.cc | 474 if (dp.bTeam == CIV_TEAM) in AddPlacementToWorld() 614 if (bp.bTeam != CIV_TEAM || i->pDetailedPlacement) continue; in AddSoldierInitListTeamToWorld() 630 if (!AddPlacementToWorld(i) && i->pBasicPlacement->bTeam != CIV_TEAM) in AddSoldierInitListTeamToWorld() 1545 (team[CIV_TEAM].bFirstID <= soldier_id && in LoadSoldierInitListLinks() 1546 soldier_id <= team[CIV_TEAM].bLastID)) in LoadSoldierInitListLinks() 1733 c.bTeam = CIV_TEAM; in AddProfilesUsingProfileInsertionData() 1786 if (si.pBasicPlacement->bTeam != CIV_TEAM) continue; in AddProfilesNotUsingProfileInsertionData() 1844 if (soldier_id < team[CIV_TEAM].bFirstID || team[CIV_TEAM].bLastID < soldier_id) continue; in NewWayOfLoadingCivilianInitListLinks()
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H A D | Overhead.cc | 2415 if (pSoldierOld->bTeam == CIV_TEAM) in HandleNPCTeamMemberDeath() 2657 if (pSoldier->bTeam == CIV_TEAM) in CheckForPotentialAddToBattleIncrement() 2801 FOR_EACH_IN_TEAM(s, CIV_TEAM) in CivilianGroupMembersChangeSidesWithinProximity() 2904 FOR_EACH_IN_TEAM(pSoldier, CIV_TEAM) in CivilianGroupChangesSides() 2937 FOR_EACH_IN_TEAM(pSoldier, CIV_TEAM) in HickCowAttacked() 4580 gTacticalStatus.bNumFoughtInBattle[ CIV_TEAM ] > 0 ) in CheckForEndOfBattle() 4688 FOR_EACH_IN_TEAM(pTeamSoldier, CIV_TEAM) in CheckForEndOfBattle() 5428 else if (pTarget->bTeam == CIV_TEAM && in ProcessImplicationsOfPCAttack() 5436 else if ( (pTarget->bTeam == CIV_TEAM) && in ProcessImplicationsOfPCAttack() 6093 if (!IsTeamActive(CIV_TEAM)) return FALSE; in HostileCiviliansPresent() [all …]
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H A D | Civ_Quotes.cc | 249 if ( pCiv->bTeam != CIV_TEAM && pCiv->bTeam != MILITIA_TEAM ) in GetCivType() 474 …if ( ( pCiv->uiStatusFlags & SOLDIER_COWERING ) || ( pCiv->bTeam == CIV_TEAM && ( gTacticalStatus.… in DetermineCivQuoteEntry()
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H A D | Soldier_Create.cc | 230 if (team_id == CIV_TEAM) in TacticalCreateSoldier() 736 if( pSoldier->bTeam == CIV_TEAM && Random( 100 ) < 40 ) in GeneratePaletteForSoldier() 900 case CIV_TEAM: in TacticalCopySoldierFromCreateStruct() 1159 case CIV_TEAM: in CreateDetailedPlacementGivenBasicPlacementInfo()
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H A D | Rotting_Corpses.cc | 821 MercCreateStruct.bTeam = CIV_TEAM; in AddCrowToCorpse() 910 CFOR_EACH_IN_TEAM(s, CIV_TEAM) in HandleRottingCorpses()
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H A D | Soldier_Profile.cc | 836 ChangeSoldierTeam(s, CIV_TEAM); in UnRecruitEPC() 1054 if ( pSoldier->bTeam != CIV_TEAM ) in DoesNPCOwnBuilding()
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H A D | Overhead.h | 206 * const end__##iter = &Menptr[gTacticalStatus.Team[CIV_TEAM ].bLastID + 1]; \
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H A D | Map_Information.cc | 492 if( curr->pBasicPlacement->bTeam == CIV_TEAM && !curr->pDetailedPlacement ) in UpdateOldVersionMap()
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H A D | Soldier_Ani.cc | 2798 if (pKilledSoldier->bTeam != CIV_TEAM || pKilledSoldier->ubCivilianGroup != 0) in HandleKilledQuote() 2813 if (pKilledSoldier->bTeam != CIV_TEAM || in HandleKilledQuote() 2828 if (pKilledSoldier->bTeam != CIV_TEAM || pKilledSoldier->ubCivilianGroup != 0) in HandleKilledQuote() 3478 if ( pSoldier->ubProfile == SLAY && pSoldier->bTeam == CIV_TEAM && !pSoldier->bNeutral ) in KickOutWheelchair()
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H A D | Soldier_Tile.cc | 578 (tgt->bTeam != CIV_TEAM || in HandleNextTileWaiting()
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H A D | Interface_Dialogue.cc | 2722 if ( gTacticalStatus.bNumFoughtInBattle[ CIV_TEAM ] == 0 ) in HandleNPCDoAction() 3467 …if (!pSoldier->bInSector || pSoldier->bTeam != CIV_TEAM || !pSoldier->bNeutral || pSoldier->bLife … in HandleNPCDoAction() 3476 …if (!pSoldier2->bInSector || pSoldier2->bTeam != CIV_TEAM || !pSoldier2->bNeutral || pSoldier2->bL… in HandleNPCDoAction() 3820 pSoldier = ChangeSoldierTeam( pSoldier, CIV_TEAM ); in HandleNPCDoAction()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/assets/externalized/scripts/ |
H A D | enums.lua | 35 CIV_TEAM = 4,
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Editor/ |
H A D | EditorMercs.cc | 350 gTempBasicPlacement.bTeam = CIV_TEAM; in AddMercToWorld() 486 AddSoldierInitListTeamToWorld(CIV_TEAM); in ResetAllMercPositions() 945 bTeam = CIV_TEAM; in IndicateSelectedMerc() 1047 case CIV_TEAM: ClickEditorButton( MERCS_CIVILIAN ); iDrawMode = DRAW_MODE_CIVILIAN; break; in IndicateSelectedMerc() 1243 if( gpSelected->pSoldier->bTeam == CIV_TEAM ) in ExtractAndUpdateMercProfile() 1400 case CIV_TEAM: body_types = bCivArray; n = lengthof(bCivArray); break; in ChangeBodyType() 1600 (gpSelected->pSoldier->bTeam == CIV_TEAM && iDrawMode == DRAW_MODE_CIVILIAN) ) in SetMercEditingMode() 1742 if( gpSelected->pSoldier->bTeam == CIV_TEAM ) in SetMercEditingMode() 2947 gTempBasicPlacement.bTeam = CIV_TEAM; in PasteMercPlacement()
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H A D | LoadScreen.cc | 931 AddSoldierInitListTeamToWorld(CIV_TEAM); in ProcessFileIO() 965 SetMercTeamVisibility( CIV_TEAM, gfShowCivilians ); in ProcessFileIO()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Strategic/ |
H A D | Strategic_Town_Loyalty.cc | 369 if ( ( pSoldier->bTeam != CIV_TEAM ) || ( pSoldier->ubBodyType == CROW ) ) in HandleMurderOfCivilian() 443 FOR_EACH_IN_TEAM(pCivSoldier, CIV_TEAM) in HandleMurderOfCivilian()
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H A D | Scheduling.cc | 946 if( curr->pSoldier && curr->pSoldier->bTeam == CIV_TEAM ) in PostSchedules() 1158 for (UINT32 i = pSoldier->ubID + 1; i <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++i) in SecureSleepSpot()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TileEngine/ |
H A D | Explosion_Control.cc | 1791 FOR_EACH_IN_TEAM(s, CIV_TEAM) in HookerInRoom() 2050 FOR_EACH_IN_TEAM(civ, CIV_TEAM) in PerformItemAction() 2066 EnterCombatMode( CIV_TEAM ); in PerformItemAction() 2607 FOR_EACH_IN_TEAM(pSoldier, CIV_TEAM) in HandleBuldingDestruction()
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H A D | Radar_Screen.cc | 280 s->bTeam == CIV_TEAM && !s->bNeutral && s->bSide != OUR_TEAM ? FROMRGB(255, 0, 0) : in RenderRadarScreen()
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H A D | Interactive_Tiles.cc | 141 else if (s->bTeam == CIV_TEAM) in HandleStructChangeFromGridNo()
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