Searched refs:MF2_INVERTAIMABLE (Results 1 – 3 of 3) sorted by relevance
179 …MF2_INVERTAIMABLE = 1<<12, // Flips whether it's targetable by A_LookForEnemies (enemies no, deco… enumerator
4856 mobj->flags2 &= ~MF2_INVERTAIMABLE; in P_Boss4Thinker()5432 mobj->flags2 &= ~MF2_INVERTAIMABLE;\5911 mobj->flags2 &= ~MF2_INVERTAIMABLE; in P_Boss9Thinker()6092 mobj->flags2 |= MF2_INVERTAIMABLE; in P_Boss9Thinker()10557 mobj->flags2 |= MF2_INVERTAIMABLE; in P_SpawnMobj()10651 mobj->flags2 |= MF2_INVERTAIMABLE; in P_SpawnMobj()10737 mobj->flags2 |= MF2_INVERTAIMABLE; in P_SpawnMobj()
9139 …_ENEMY|MF_SHOOTABLE)) == (MF_ENEMY|MF_SHOOTABLE)) != !(mo->flags2 & MF2_INVERTAIMABLE))) // allows… in P_LookForFocusTarget()9230 …lags & MF_SHOOTABLE)) || (mo->flags & MF_SPRING)) == !(mo->flags2 & MF2_INVERTAIMABLE)) // allows … in P_LookForEnemies()9307 … MF_SHOOTABLE)) || (enemy->flags & MF_SPRING)) == !(enemy->flags2 & MF2_INVERTAIMABLE))) // allows… in P_HomingAttack()