Searched refs:bShock (Results 1 – 11 of 11) sorted by relevance
2289 if (pSoldier->bShock) in CalcChanceToHitGun()2290 iChance -= (pSoldier->bShock * AIM_PENALTY_PER_SHOCK); in CalcChanceToHitGun()3383 if (pAttacker->bShock) in CalcChanceHTH()3384 iAttRating -= (pAttacker->bShock * AIM_PENALTY_PER_SHOCK); in CalcChanceHTH()3452 if (pDefender->bShock) in CalcChanceHTH()3453 iDefRating -= (pDefender->bShock * AIM_PENALTY_PER_SHOCK); in CalcChanceHTH()3736 if (pSoldier->bShock) in CalcThrownChanceToHit()3738 iChance -= (pSoldier->bShock * AIM_PENALTY_PER_SHOCK); in CalcThrownChanceToHit()
478 if ((pSoldier->bBleeding > 20) || (pSoldier->bShock > 1)) in CalcTrapDetectLevel()
536 INT8 bShock; member
264 EXTR_I8(d, s->bShock) in ExtractSoldierType()774 INJ_I8(d, s->bShock) in InjectSoldierType()
1173 bPoints -= pSoldier->bShock; in CalcInterruptDuelPts()
4071 s.bShock /= 2; in EVENT_BeginMercTurn()5711 pSoldier->bShock += ubCombinedLoss; in SoldierTakeDamage()
6022 s->bShock = 0; in InitializeTacticalStatusAtBattleStart()
91 if (pSoldier->bShock > 2) in MakeClosestEnemyChosenOne()
2186 if (pSoldier->bShock > 0 || fCivilian) in DecideActionRed()3037 …alActionPoints && ubBestAttackAction == AI_ACTION_FIRE_GUN && (pSoldier->bShock == 0) && (pSoldier… in DecideActionBlack()
616 if ( usGrenade != BREAK_LIGHT && !pSoldier->bUnderFire && pSoldier->bShock == 0 ) in CalcBestThrow()
1884 iThreatValue -= pEnemy->bShock; in CalcManThreatValue()