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Searched refs:_actorPosition (Results 1 – 4 of 4) sorted by relevance

/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/
H A Dactor_combat.cpp76 _actorPosition = actor->getXYZ(); in combatOn()
133 _actorPosition = actor->getXYZ(); in tick()
317 f.writeVector3(_actorPosition); in save()
341 _actorPosition = f.readVector3(); in load()
364 _actorPosition = Vector3(0.0f, 0.0f, 0.0f); in reset()
501 if (distance(_actorPosition, fleeWaypointPosition) <= 12.0f) { in flee()
508 int fleeWaypointId = _vm->_combat->findFleeWaypoint(actor->getSetId(), _enemyId, _actorPosition); in flee()
520 …_vm->_actors[_actorId]->setFacing(angle_1024(_actorPosition.x, _actorPosition.z, _enemyPosition.x,… in faceEnemy()
604 int angleFactor = (100 * abs(enemy->angleTo(_actorPosition))) / 512; in calculateAttackRatio()
633 int angleFactor = 100 - (100 * abs(enemy->angleTo(_actorPosition))) / 512; in calculateCoverRatio()
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H A Dactor_combat.h53 Vector3 _actorPosition; variable
/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/
H A Dactor_combat.cpp76 _actorPosition = actor->getXYZ(); in combatOn()
133 _actorPosition = actor->getXYZ(); in tick()
319 f.writeVector3(_actorPosition); in save()
343 _actorPosition = f.readVector3(); in load()
366 _actorPosition = Vector3(0.0f, 0.0f, 0.0f); in reset()
503 if (distance(_actorPosition, fleeWaypointPosition) <= 12.0f) { in flee()
510 int fleeWaypointId = _vm->_combat->findFleeWaypoint(actor->getSetId(), _enemyId, _actorPosition); in flee()
522 …_vm->_actors[_actorId]->setFacing(angle_1024(_actorPosition.x, _actorPosition.z, _enemyPosition.x,… in faceEnemy()
606 int angleFactor = (100 * abs(enemy->angleTo(_actorPosition))) / 512; in calculateAttackRatio()
635 int angleFactor = 100 - (100 * abs(enemy->angleTo(_actorPosition))) / 512; in calculateCoverRatio()
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H A Dactor_combat.h53 Vector3 _actorPosition; variable