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Searched refs:bAimTime (Results 1 – 10 of 10) sorted by relevance

/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DWeapons.cc719 sAPCost = CalcTotalAPsToAttack( pSoldier, sTargetGridNo, FALSE, pSoldier->bAimTime ); in UseGun()
850 if ( pSoldier->bAimTime && !pSoldier->bDoBurst ) in UseGun()
854 usExpGain += __min( pSoldier->bAimTime, usExpGain ); in UseGun()
910 if (pSoldier->bAimTime) in UseGun()
914 usExpGain += ( 2 * __min( pSoldier->bAimTime, usExpGain ) ); in UseGun()
1058 sAPCost = CalcTotalAPsToAttack( pSoldier, sTargetGridNo, FALSE, pSoldier->bAimTime ); in UseBlade()
1081 iHitChance = CalcChanceToStab( pSoldier, pTargetSoldier, pSoldier->bAimTime ); in UseBlade()
1156 if (pSoldier->bAimTime) in UseBlade()
1160 usExpGain += ( 2 * __min( pSoldier->bAimTime, usExpGain ) ); in UseBlade()
1237 iHitChance = CalcChanceToSteal( pSoldier, pTargetSoldier, pSoldier->bAimTime ); in UseHandToHand()
[all …]
H A DPoints.h296 …alcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubAddTurningCost, INT8 bAimTime );
H A DDisplayCover.cc419 …UINT32 const uiHitChance = CalcChanceToHitGun(s, sTargetGridNo, s->bAimTime, s->bAimShotLocation, … in DisplayRangeToTarget()
H A DHandle_Items.cc349 const INT16 sAPCost = CalcTotalAPsToAttack(s, sTargetGridNo, TRUE, s->bAimTime); in HandleItem()
384 if (EnoughPoints(s, sAPCost, 0, FALSE) && Random(3 + s->bAimTime) == 0) in HandleItem()
870 const INT16 sAPCost = CalcTotalAPsToAttack(s, sGridNo, FALSE, s->bAimTime); in HandleItem()
H A DSoldier_Control.h496 INT8 bAimTime; member
H A DLoadSaveSoldierType.cc229 EXTR_I8(d, s->bAimTime) in ExtractSoldierType()
739 INJ_I8(d, s->bAimTime) in InjectSoldierType()
H A DHandle_UI.cc2083 pSoldier->bAimTime = (pSoldier->bShownAimTime/2); in UIHandleMercAttack()
H A DSoldier_Control.cc4881 if ( pSoldier->bAimTime == 0 ) in CalculateSoldierAniSpeed()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TacticalAI/
H A DDecideAction.cc1748 pSoldier->bAimTime = BestThrow.ubAimTime; in DecideActionRed()
3156 pSoldier->bAimTime = BestAttack.ubAimTime; in DecideActionBlack()
3286 pSoldier->bAimTime = 0; in DecideActionBlack()
H A DCreatureDecideAction.cc1214 pSoldier->bAimTime = BestAttack.ubAimTime; in CreatureDecideActionBlack()