Searched refs:Dist_to_last_fired_upon_player_pos (Results 1 – 4 of 4) sorted by relevance
279 extern fix Dist_to_last_fired_upon_player_pos;
1474 …if ((Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD ) || (player_visibility … in do_firing_stuff()2448 …if ((player_visibility == 2) || (Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESH… in ai_do_actual_firing_stuff()2554 …if ((!object_animates || ready_to_fire(robptr, ailp)) && (Dist_to_last_fired_upon_player_pos < FIR… in ai_do_actual_firing_stuff()
490 fix Dist_to_last_fired_upon_player_pos = 0; variable497 …Dist_to_last_fired_upon_player_pos = vm_vec_dist_quick(&Last_fired_upon_player_pos, &Believed_play… in init_ai_frame()
123 static fix Dist_to_last_fired_upon_player_pos; variable1569 …if (Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD || player_is_visible(play… in do_firing_stuff()2836 …= player_visibility_state::visible_and_in_field_of_view || Dist_to_last_fired_upon_player_pos < FI… in ai_do_actual_firing_stuff()2935 …animates || ready_to_fire_any_weapon(robptr, ailp, 0)) && (Dist_to_last_fired_upon_player_pos < FI… in ai_do_actual_firing_stuff()3002 …Dist_to_last_fired_upon_player_pos = vm_vec_dist_quick(Last_fired_upon_player_pos, Believed_player… in init_ai_frame()