Searched refs:bInitialActionPoints (Results 1 – 6 of 6) sorted by relevance
163 …Soldier->bMobility == CREATURE_CRAWLER && pSoldier->bActionPoints < pSoldier->bInitialActionPoints) in CreatureDecideActionGreen()433 …Soldier->bMobility == CREATURE_CRAWLER && pSoldier->bActionPoints < pSoldier->bInitialActionPoints) in CreatureDecideActionYellow()575 …Soldier->bMobility == CREATURE_CRAWLER && pSoldier->bActionPoints < pSoldier->bInitialActionPoints) in CreatureDecideActionRed()832 …Soldier->bMobility == CREATURE_CRAWLER && pSoldier->bActionPoints < pSoldier->bInitialActionPoints) in CreatureDecideActionBlack()
2294 …if ( (pSoldier->bActionPoints == pSoldier->bInitialActionPoints || (INT16)PreRandom(100) < 60) && … in DecideActionRed()2366 …anMove && (!gfTurnBasedAI || pSoldier->bActionPoints >= pSoldier->bInitialActionPoints) && ( Close… in DecideActionRed()2404 … && pSoldier->bUnderFire && pSoldier->bActionPoints >= (pSoldier->bInitialActionPoints - GetAPsToL… in DecideActionRed()3037 …if ( pSoldier->bActionPoints == pSoldier->bInitialActionPoints && ubBestAttackAction == AI_ACTION_… in DecideActionBlack()
319 INT8 bInitialActionPoints; member
53 EXTR_I8(d, s->bInitialActionPoints) in ExtractSoldierType()574 INJ_I8(d, s->bInitialActionPoints) in InjectSoldierType()
218 s->bInitialActionPoints = s->bActionPoints; in TacticalCreateSoldier()
469 pSoldier->bInitialActionPoints = pSoldier->bActionPoints; in CalcNewActionPoints()