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Searched refs:CIV_TEAM (Results 1 – 25 of 45) sorted by relevance

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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TacticalAI/
H A DKnowledge.cc30 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()
H A DAIInternals.h56 …acticalStatus.Team[ MILITIA_TEAM ].bMenInSector + gTacticalStatus.Team[ CIV_TEAM ].bMenInSector) +…
H A DMovement.cc331 (pSoldier->bTeam == CIV_TEAM || pSoldier->ubProfile != NO_PROFILE) && in InternalGoAsFarAsPossibleTowards()
H A DAIMain.cc1854 …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()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DOverhead_Types.h234 #define CIV_TEAM 4 macro
235 #define LAST_TEAM CIV_TEAM
H A DEnemy_Soldier_Save.cc121 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()
H A DSoldier_Init_List.cc474 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()
H A DOverhead.cc2415 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 …]
H A DCiv_Quotes.cc249 if ( pCiv->bTeam != CIV_TEAM && pCiv->bTeam != MILITIA_TEAM ) in GetCivType()
474 …if ( ( pCiv->uiStatusFlags & SOLDIER_COWERING ) || ( pCiv->bTeam == CIV_TEAM && ( gTacticalStatus.… in DetermineCivQuoteEntry()
H A DSoldier_Create.cc230 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()
H A DRotting_Corpses.cc821 MercCreateStruct.bTeam = CIV_TEAM; in AddCrowToCorpse()
910 CFOR_EACH_IN_TEAM(s, CIV_TEAM) in HandleRottingCorpses()
H A DSoldier_Profile.cc836 ChangeSoldierTeam(s, CIV_TEAM); in UnRecruitEPC()
1054 if ( pSoldier->bTeam != CIV_TEAM ) in DoesNPCOwnBuilding()
H A DOverhead.h206 * const end__##iter = &Menptr[gTacticalStatus.Team[CIV_TEAM ].bLastID + 1]; \
H A DMap_Information.cc492 if( curr->pBasicPlacement->bTeam == CIV_TEAM && !curr->pDetailedPlacement ) in UpdateOldVersionMap()
H A DSoldier_Ani.cc2798 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()
H A DSoldier_Tile.cc578 (tgt->bTeam != CIV_TEAM || in HandleNextTileWaiting()
H A DInterface_Dialogue.cc2722 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()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/assets/externalized/scripts/
H A Denums.lua35 CIV_TEAM = 4,
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Editor/
H A DEditorMercs.cc350 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()
H A DLoadScreen.cc931 AddSoldierInitListTeamToWorld(CIV_TEAM); in ProcessFileIO()
965 SetMercTeamVisibility( CIV_TEAM, gfShowCivilians ); in ProcessFileIO()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Strategic/
H A DStrategic_Town_Loyalty.cc369 if ( ( pSoldier->bTeam != CIV_TEAM ) || ( pSoldier->ubBodyType == CROW ) ) in HandleMurderOfCivilian()
443 FOR_EACH_IN_TEAM(pCivSoldier, CIV_TEAM) in HandleMurderOfCivilian()
H A DScheduling.cc946 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()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TileEngine/
H A DExplosion_Control.cc1791 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()
H A DRadar_Screen.cc280 s->bTeam == CIV_TEAM && !s->bNeutral && s->bSide != OUR_TEAM ? FROMRGB(255, 0, 0) : in RenderRadarScreen()
H A DInteractive_Tiles.cc141 else if (s->bTeam == CIV_TEAM) in HandleStructChangeFromGridNo()

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