Searched refs:bAimTime (Results 1 – 10 of 10) sorted by relevance
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/ |
H A D | Weapons.cc | 719 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 …]
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H A D | Points.h | 296 …alcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridno, UINT8 ubAddTurningCost, INT8 bAimTime );
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H A D | DisplayCover.cc | 419 …UINT32 const uiHitChance = CalcChanceToHitGun(s, sTargetGridNo, s->bAimTime, s->bAimShotLocation, … in DisplayRangeToTarget()
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H A D | Handle_Items.cc | 349 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()
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H A D | Soldier_Control.h | 496 INT8 bAimTime; member
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H A D | LoadSaveSoldierType.cc | 229 EXTR_I8(d, s->bAimTime) in ExtractSoldierType() 739 INJ_I8(d, s->bAimTime) in InjectSoldierType()
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H A D | Handle_UI.cc | 2083 pSoldier->bAimTime = (pSoldier->bShownAimTime/2); in UIHandleMercAttack()
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H A D | Soldier_Control.cc | 4881 if ( pSoldier->bAimTime == 0 ) in CalculateSoldierAniSpeed()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TacticalAI/ |
H A D | DecideAction.cc | 1748 pSoldier->bAimTime = BestThrow.ubAimTime; in DecideActionRed() 3156 pSoldier->bAimTime = BestAttack.ubAimTime; in DecideActionBlack() 3286 pSoldier->bAimTime = 0; in DecideActionBlack()
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H A D | CreatureDecideAction.cc | 1214 pSoldier->bAimTime = BestAttack.ubAimTime; in CreatureDecideActionBlack()
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