Home
last modified time | relevance | path

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

/dports/games/0ad/0ad-0.0.23b-alpha/source/simulation2/components/
H A DCCmpPathfinder_Common.h70 bool avoidMovingUnits; member
257 …ity_pos_t range, const PathGoal& goal, pass_class_t passClass, bool avoidMovingUnits, entity_id_t …
H A DICmpPathfinder.h125 …ity_pos_t range, const PathGoal& goal, pass_class_t passClass, bool avoidMovingUnits, entity_id_t …
H A DCCmpPathfinder.cpp131 serialize.Bool("avoid moving units", value.avoidMovingUnits); in operator ()()
684 …ity_pos_t range, const PathGoal& goal, pass_class_t passClass, bool avoidMovingUnits, entity_id_t … in ComputeShortPathAsync() argument
686 …= { m_NextAsyncTicket++, x0, z0, clearance, range, goal, passClass, avoidMovingUnits, group, notif… in ComputeShortPathAsync()
730 ControlGroupMovementObstructionFilter filter(req.avoidMovingUnits, req.group); in ProcessShortRequests()
H A DCCmpUnitMotion.cpp680 void RequestShortPath(const CFixedVector2D& from, const PathGoal& goal, bool avoidMovingUnits);
1369 …itMotion::RequestShortPath(const CFixedVector2D &from, const PathGoal& goal, bool avoidMovingUnits) in RequestShortPath() argument
1382 …hAsync(from.X, from.Y, m_Clearance, searchRange, goal, m_PassClass, avoidMovingUnits, GetGroup(), … in RequestShortPath()