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Searched refs:SIGHT_LOOK (Results 1 – 8 of 8) sorted by relevance

/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DOverhead_Types.h156 SIGHT_LOOK = 0x1, enumerator
H A DSoldier_Ani.cc284 HandleSight(*pSoldier, SIGHT_LOOK | SIGHT_RADIO | SIGHT_INTERRUPT); in AdjustToNextAnimationFrame()
1181 HandleSight(*pSoldier, SIGHT_LOOK | SIGHT_RADIO | SIGHT_INTERRUPT); in AdjustToNextAnimationFrame()
1822 HandleSight(*pSoldier, SIGHT_LOOK | SIGHT_RADIO | SIGHT_INTERRUPT); in AdjustToNextAnimationFrame()
1826 HandleSight(*pSoldier, SIGHT_LOOK | SIGHT_RADIO ); in AdjustToNextAnimationFrame()
3377 HandleSight(*pSoldier, SIGHT_LOOK); in HandleCheckForDeathCommonCode()
H A DSoldier_Tile.cc653 HandleSight(s, SIGHT_LOOK | SIGHT_RADIO); in TeleportSoldier()
H A DVehicles.cc613 HandleSight(*s, SIGHT_LOOK | SIGHT_RADIO); in ExitVehicle()
H A DSoldier_Profile.cc656 HandleSight(*new_s, SIGHT_LOOK | SIGHT_RADIO); in ChangeSoldierTeam()
H A DOppList.cc615 HandleSight(*speaker, SIGHT_LOOK | SIGHT_RADIO); in CheckHostileOrSayQuoteList()
666 if (sight_flags & SIGHT_LOOK) in HandleSight()
1197 if (s.bLife >= OKLIFE) HandleSight(s, SIGHT_LOOK); // no radio or interrupts yet in AllTeamsLookForAll()
H A DSoldier_Control.cc582 HandleSight(s, SIGHT_LOOK); in CreateSoldierCommon()
4097 HandleSight(s, SIGHT_LOOK); // We can see in EVENT_BeginMercTurn()
4275 HandleSight(*pSoldier, SIGHT_LOOK | SIGHT_RADIO); in TurnSoldier()
8065 HandleSight(*pSoldier, SIGHT_LOOK); in SoldierCollapse()
H A DOverhead.cc1929 HandleSight(*pSoldier, SIGHT_LOOK | SIGHT_RADIO | SIGHT_INTERRUPT); in HandleAtNewGridNo()