Home
last modified time | relevance | path

Searched refs:bTeam (Results 1 – 25 of 87) sorted by relevance

1234

/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DOppList.cc1247 if (pSoldier->bTeam != pOpponent->bTeam) in ManLooksForOtherTeams()
1391 if (pSoldier->bTeam == pOpponent->bTeam) in ManLooksForMan()
1547 if (s.bTeam == opponent.bTeam) return; in ManSeesMan()
2000 if (pSoldier->bTeam == pOpponent->bTeam) in OtherTeamsLookForMan()
3547 for (UINT8 bTeam = 0; bTeam < MAXTEAMS; ++bTeam) in ProcessNoise() local
4299 if (noise_maker && s->bTeam == OUR_TEAM && s->bTeam == noise_maker->bTeam) in TellPlayerAboutNoise()
4365 if (pSoldier->bTeam == pOpponent->bTeam) in VerifyAndDecayOpplist()
4453 if (pSoldier->bTeam == pOpponent->bTeam) in DecayIndividualOpplist()
4666 pOpponent->bTeam != pSoldier->bTeam && in RecalculateOppCntsDueToNoLongerNeutral()
4697 pOpponent->bTeam != pSoldier->bTeam && in RecalculateOppCntsDueToBecomingNeutral()
[all …]
H A DTeamTurns.cc503 const INT8 bTeam = first_interrupter->bTeam; in StartInterrupt() local
520 if (first_interrupter->bTeam == OUR_TEAM) in StartInterrupt()
540 else if (Interrupter->bTeam != bTeam) in StartInterrupt()
626 else if (Interrupter->bTeam != bTeam) in StartInterrupt()
638 BuildAIListForTeam( bTeam ); in StartInterrupt()
644 if ( pSoldier->bTeam != OUR_TEAM ) in StartInterrupt()
738 if (interrupted->bTeam == OUR_TEAM) in EndInterrupt()
1018 if (pSoldier->bTeam != pOpponent->bTeam) in StandardInterruptConditionsMet()
1028 if ( pOpponent->bTeam == OUR_TEAM ) in StandardInterruptConditionsMet()
1045 …if ((pOpponent->bTeam != gTacticalStatus.ubCurrentTeam) && (pSoldier->bTeam != gTacticalStatus.ubC… in StandardInterruptConditionsMet()
[all …]
H A DSoldier_Init_List.cc474 if (dp.bTeam == CIV_TEAM) in AddPlacementToWorld()
624 if (i->pBasicPlacement->bTeam != team) continue; in AddSoldierInitListTeamToWorld()
1086 if( curr->pBasicPlacement->bTeam == ENEMY_TEAM || curr->pBasicPlacement->bTeam == MILITIA_TEAM ) in AddSoldierInitListMilitia()
1109 curr->pBasicPlacement->bTeam = MILITIA_TEAM; in AddSoldierInitListMilitia()
1139 if( curr->pBasicPlacement->bTeam == ENEMY_TEAM || curr->pBasicPlacement->bTeam == MILITIA_TEAM ) in AddSoldierInitListMilitia()
1175 if( curr->pBasicPlacement->bTeam == ENEMY_TEAM || curr->pBasicPlacement->bTeam == MILITIA_TEAM ) in AddSoldierInitListMilitia()
1225 (curr->pBasicPlacement->bTeam == ENEMY_TEAM || in AddSoldierInitListMilitia()
1265 curr->pBasicPlacement->bTeam = MILITIA_TEAM; in AddSoldierInitListMilitia()
1491 if (s.bTeam == MILITIA_TEAM) return; in EvaluateDeathEffectsToSoldierInitList()
1733 c.bTeam = CIV_TEAM; in AddProfilesUsingProfileInsertionData()
[all …]
H A DEnemy_Soldier_Save.cc121 if (bp->bTeam != ENEMY_TEAM && bp->bTeam != CREATURE_TEAM && bp->bTeam != CIV_TEAM) in LoadEnemySoldiersFromTempFile()
164 if (bp->bTeam != tempDetailedPlacement.bTeam) in LoadEnemySoldiersFromTempFile()
204 if (bp->bTeam != CIV_TEAM) in LoadEnemySoldiersFromTempFile()
386 if (bp->bTeam != ENEMY_TEAM && bp->bTeam != CREATURE_TEAM) in NewWayOfLoadingEnemySoldiersFromTempFile()
416 if (bp->bTeam != tempDetailedPlacement.bTeam) in NewWayOfLoadingEnemySoldiersFromTempFile()
560 if (bp->bTeam != CIV_TEAM) continue; in NewWayOfLoadingCiviliansFromTempFile()
574 if (bp->bTeam != tempDetailedPlacement.bTeam) in NewWayOfLoadingCiviliansFromTempFile()
621 if (bp->bTeam == CIV_TEAM) in NewWayOfLoadingCiviliansFromTempFile()
632 if (bp->bTeam != tempDetailedPlacement.bTeam) in NewWayOfLoadingCiviliansFromTempFile()
737 dp->bTeam = s.bTeam; in NewWayOfSavingEnemyAndCivliansToTempFile()
H A DSoldier_Tile.cc65 if (person->bTeam == OUR_TEAM && pSoldier->bTeam == OUR_TEAM) in SetDelayedTileWaiting()
81 if ( pSoldier->bTeam == OUR_TEAM && fGivenUp ) in SetFinalTile()
147 if ( pSoldier->bTeam != OUR_TEAM ) // CJC: shouldn't this be in all cases??? in TileIsClear()
316 (pSoldier->bTeam == OUR_TEAM || in HandleNextTile()
572 (pSoldier->bTeam != OUR_TEAM && in HandleNextTileWaiting()
574 tgt->bTeam != OUR_TEAM && in HandleNextTileWaiting()
576 (pSoldier->bTeam == OUR_TEAM && in HandleNextTileWaiting()
578 (tgt->bTeam != CIV_TEAM || in HandleNextTileWaiting()
620 …if ( PythSpacesAway( pSoldier->sGridNo, pSoldier->sFinalDestination ) < 5 && pSoldier->bTeam == OU… in HandleNextTileWaiting()
631 …if ( PythSpacesAway( pSoldier->sGridNo, pSoldier->sFinalDestination ) < 5 && pSoldier->bTeam == OU… in HandleNextTileWaiting()
[all …]
H A DOverhead.cc369 AddManToTeam(pSoldier->bTeam); in MoveSoldierFromAwayToMercSlot()
1267 if (pSoldier->bTeam == OUR_TEAM) in HandleLocateToGuyAsHeWalks()
1982 if (pSoldier->bTeam == OUR_TEAM) in HandleAtNewGridNo()
2088 FOR_EACH_IN_TEAM(s, last->bTeam) in SelectNextAvailSoldier()
2180 if (s->bTeam == OUR_TEAM && in SelectSoldier()
3269 CFOR_EACH_IN_TEAM(s, bTeam) in TeamMemberNear()
4209 if (s->bTeam != OUR_TEAM && in NobodyAlerted()
4313 if (s.bTeam == OUR_TEAM || in CheckForEndOfCombatMode()
5691 if ( ( pSoldier->bTeam != OUR_TEAM || pTarget->bTeam != OUR_TEAM ) ) in InternalReduceAttackBusyCount()
5919 void AddManToTeam( INT8 bTeam ) in AddManToTeam() argument
[all …]
H A DSoldier_Create.h27 INT8 bTeam; //The team this individual is part of. member
60 INT8 bTeam; member
193 void QuickCreateProfileMerc( INT8 bTeam, UINT8 ubProfileID );
H A DCiv_Quotes.cc236 if ( pCiv->ubCivilianGroup == 0 && pCiv->bTeam != OUR_TEAM && pCiv->ubBodyType == REGFEMALE ) in GetCivType()
244 if ( pCiv->bTeam == ENEMY_TEAM && IS_MERC_BODY_TYPE( pCiv ) ) in GetCivType()
249 if ( pCiv->bTeam != CIV_TEAM && pCiv->bTeam != MILITIA_TEAM ) in GetCivType()
474 …if ( ( pCiv->uiStatusFlags & SOLDIER_COWERING ) || ( pCiv->bTeam == CIV_TEAM && ( gTacticalStatus.… in DetermineCivQuoteEntry()
538 if ( pCiv->bTeam == MILITIA_TEAM ) in DetermineCivQuoteEntry()
H A DSoldier_Create.cc206 s->bTeam = team_id; in TacticalCreateSoldier()
480 s.bTeam == OUR_TEAM && in TacticalCreateSoldierFromExisting()
895 switch (c.bTeam) in TacticalCopySoldierFromCreateStruct()
1134 pp->bTeam = bp->bTeam; in CreateDetailedPlacementGivenBasicPlacementInfo()
1146 switch ( bp->bTeam ) in CreateDetailedPlacementGivenBasicPlacementInfo()
1411 spp->bTeam = bp->bTeam; in CreateStaticDetailedPlacementGivenBasicPlacementInfo()
1479 pp->bTeam = bp->bTeam; in CreateDetailedPlacementGivenStaticDetailedPlacementAndBasicPlacementInfo()
1814 bp.bTeam = MILITIA_TEAM; in TacticalCreateMilitia()
1838 bp.bTeam = CREATURE_TEAM; in TacticalCreateCreature()
1955 MercCreateStruct.bTeam = bTeam; in QuickCreateProfileMerc()
[all …]
H A DSoldier_Ani.cc257 if (pSoldier->bTeam == OUR_TEAM) in AdjustToNextAnimationFrame()
661 if (pSoldier->bTeam == OUR_TEAM) in AdjustToNextAnimationFrame()
682 if (pSoldier->bTeam == OUR_TEAM) in AdjustToNextAnimationFrame()
1195 if ( pSoldier->bTeam != OUR_TEAM ) in AdjustToNextAnimationFrame()
1533 if ( pTSoldier->bOppList[ pSoldier->ubID ] != 0 || pTSoldier->bTeam == pSoldier->bTeam ) in AdjustToNextAnimationFrame()
1540 if ( pTSoldier->bTeam != OUR_TEAM ) in AdjustToNextAnimationFrame()
2893 if ( pSoldier->bTeam == OUR_TEAM ) in HandleSoldierDeath()
2947 if (attacker->bTeam == OUR_TEAM) in HandleSoldierDeath()
2953 else if (attacker->bTeam == MILITIA_TEAM) in HandleSoldierDeath()
2966 if (assister->bTeam == OUR_TEAM ) in HandleSoldierDeath()
[all …]
H A DWeapons.cc448 if (pSoldier->bTeam == OUR_TEAM) in OKFireWeapon()
829 if ( pSoldier->bTeam == OUR_TEAM ) in UseGun()
1038 if (target->bTeam != attacker->bTeam && in AgilityForEnemyMissingPlayer()
1346 if ( pSoldier->bTeam == OUR_TEAM && pTargetSoldier->bTeam != OUR_TEAM ) in UseHandToHand()
1421 if ( pTargetSoldier && pTargetSoldier->bTeam == pSoldier->bTeam ) in UseThrown()
1433 if (pTargetSoldier != NULL && pTargetSoldier->bTeam != pSoldier->bTeam) break; in UseThrown()
1760 if (attacker->bTeam == OUR_TEAM && in StructureHit()
1904 attacker->bTeam == OUR_TEAM) in StructureHit()
2318 if ( pSoldier->bTeam == OUR_TEAM ) in CalcChanceToHitGun()
2811 if (pTarget.bTeam == OUR_TEAM) in TotalArmourProtection()
[all …]
H A DLoadSaveBasicSoldierCreateStruct.cc17 EXTR_I8( d, b.bTeam) in ExtractBasicSoldierCreateStructFromFile()
44 INJ_I8( d, b.bTeam) in InjectBasicSoldierCreateStructIntoFile()
H A DOverhead.h124 return s.bTeam == OUR_TEAM; in IsOnOurTeam()
269 BOOLEAN TeamMemberNear(INT8 bTeam, INT16 sGridNo, INT32 iRange);
313 void AddManToTeam( INT8 bTeam );
315 void RemoveManFromTeam( INT8 bTeam );
H A DSoldier_Add.cc70 soldier.bTeam = 1; in FindGridNoFromSweetSpot()
162 soldier.bTeam = pSoldier->bTeam; in FindGridNoFromSweetSpotThroughPeople()
254 soldier.bTeam = 1; in FindGridNoFromSweetSpotWithStructData()
413 soldier.bTeam = 1; in FindGridNoFromSweetSpotWithStructDataUsingGivenDirectionFirst()
585 soldier.bTeam = 1; in FindGridNoFromSweetSpotWithStructDataFromSoldier()
872 soldier.bTeam = 1; in FindRandomGridNoFromSweetSpot()
986 if (s->bTeam == CREATURE_TEAM) in InternalAddSoldierToSector()
1169 if (!(s->uiStatusFlags & SOLDIER_DEAD) && s->bTeam == OUR_TEAM) in AddSoldierToSectorGridNo()
H A DSoldier_Control.cc499 if ( pTSoldier->bOppList[ pSoldier->ubID ] == 0 && pTSoldier->bTeam != pSoldier->bTeam ) in DoNinjaAttack()
534 if ( pSoldier->bTeam != OUR_TEAM ) in DoNinjaAttack()
716 if ( pSoldier->bTeam != OUR_TEAM ) in CreateSoldierLight()
748 if (s->bTeam != OUR_TEAM) return; in ReCreateSoldierLight()
2105 if (s.bTeam == OUR_TEAM && in SetSoldierGridNo()
2714 if (att->bTeam == OUR_TEAM) in EVENT_SoldierGotHit()
5472 switch ( pSoldier->bTeam ) in SoldierTakeDamage()
5826 if (attacker->bTeam == OUR_TEAM && pSoldier->bTeam != OUR_TEAM) in SoldierTakeDamage()
6078 if (s->bTeam != OUR_TEAM) in InternalDoMercBattleSound()
6744 if ( pTSoldier->bOppList[ pSoldier->ubID ] == 0 && pTSoldier->bTeam != pSoldier->bTeam ) in EVENT_SoldierBeginBladeAttack()
[all …]
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TacticalAI/
H A DKnowledge.cc138 pubNoiseVolume = &gubPublicNoiseVolume[pSoldier->bTeam]; in MostImportantNoiseHeard()
139 psNoiseGridNo = &gsPublicNoiseGridno[pSoldier->bTeam]; in MostImportantNoiseHeard()
140 pbNoiseLevel = &gbPublicNoiseLevel[pSoldier->bTeam]; in MostImportantNoiseHeard()
146 pbPublOL = gbPublicOpplist[pSoldier->bTeam]; in MostImportantNoiseHeard()
161 pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pTemp->ubID; in MostImportantNoiseHeard()
190 sBestGridNo = gsPublicLastKnownOppLoc[pSoldier->bTeam][pTemp->ubID]; in MostImportantNoiseHeard()
191 bBestLevel = gbPublicLastKnownOppLevel[pSoldier->bTeam][pTemp->ubID]; in MostImportantNoiseHeard()
223 if ( (pSoldier->bTeam != CIV_TEAM) || ( pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP ) ) in MostImportantNoiseHeard()
311 ubTotal += pSoldier->ubNoiseVolume - gubPublicNoiseVolume[pSoldier->bTeam]; in WhatIKnowThatPublicDont()
316 pbPublOL = &(gbPublicOpplist[pSoldier->bTeam][0]); in WhatIKnowThatPublicDont()
[all …]
H A DAIMain.cc146 if ( pSoldier->bTeam != gTacticalStatus.ubCurrentTeam ) in HandleSoldierAI()
1608 if ( pSoldier->bVisible != -1 && pSoldier->bTeam != MILITIA_TEAM ) in ExecuteAction()
1678 !gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition || in ExecuteAction()
1685 HandleInitialRedAlert(pSoldier->bTeam); in ExecuteAction()
1881 else if ( pSoldier->bTeam == MILITIA_TEAM ) in CheckForChangingOrders()
1915 void HandleInitialRedAlert(INT8 bTeam) in HandleInitialRedAlert() argument
1917 if (!gTacticalStatus.Team[bTeam].bAwareOfOpposition) in HandleInitialRedAlert()
1919 SLOGD("Enemies on team %d prompted to go on RED ALERT!", bTeam ); in HandleInitialRedAlert()
1948 gTacticalStatus.Team[ bTeam ].bAwareOfOpposition = TRUE; in HandleInitialRedAlert()
2008 if ( pSoldier->bTeam != OUR_TEAM ) in SetNewSituation()
[all …]
H A DAIUtils.cc793 pusNoiseGridNo = &gsPublicNoiseGridno[pSoldier->bTeam]; in ClosestReachableDisturbance()
794 pbNoiseLevel = &gbPublicNoiseLevel[pSoldier->bTeam]; in ClosestReachableDisturbance()
814 pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpp->ubID; in ClosestReachableDisturbance()
844 sGridNo = gsPublicLastKnownOppLoc[pSoldier->bTeam][pOpp->ubID]; in ClosestReachableDisturbance()
976 pbPublOL = &(gbPublicOpplist[pSoldier->bTeam][0]); in ClosestKnownOpponent()
996 pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpp->ubID; in ClosestKnownOpponent()
1162 …if (pTargetSoldier->bTeam != pSoldier->bTeam && pSoldier->bOppList[pTargetSoldier->ubID] != SEEN_C… in ClosestPC()
1475 CFOR_EACH_IN_TEAM(pTargetSoldier, pSoldier->bTeam) in DistanceToClosestFriend()
1606 if ( pSoldier->bTeam == ENEMY_TEAM ) in CalcMorale()
1637 pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpponent->ubID; in CalcMorale()
[all …]
H A DDecideAction.cc690 if (pSoldier->bTeam == OUR_TEAM) in DecideActionGreen()
1170 (gTacticalStatus.Team[pSoldier->bTeam].bMenInSector > 1) ) in DecideActionYellow()
1234 …( fReachable && !fClimb && !gfTurnBasedAI && (pSoldier->bTeam == MILITIA_TEAM || pSoldier->bTeam =… in DecideActionYellow()
1487 gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition || in DecideActionRed()
1760 (gTacticalStatus.Team[pSoldier->bTeam].bMenInSector > 1) && in DecideActionRed()
2477 if ((pSoldier->bTeam == ENEMY_TEAM || pSoldier->ubProfile == WARDEN) && in DecideActionBlack()
2793 if (pSoldier->bTeam == OUR_TEAM && BestShot.ubChanceToReallyHit < 30) in DecideActionBlack()
3231 pSoldier->bTeam != OUR_TEAM) in DecideActionBlack()
3424 (gTacticalStatus.Team[pSoldier->bTeam].bMenInSector > 1) && !bInDeepWater) in DecideActionBlack()
3536 …if ( pSoldier->bTeam == MILITIA_TEAM && (pSoldier->bActionPoints >= AP_RADIO) && (gTacticalStatus.… in DecideActionBlack()
[all …]
H A DCreatureDecideAction.cc70 gTacticalStatus.Team[pCaller->bTeam].bAwareOfOpposition = TRUE; in CreatureCall()
122 FOR_EACH_IN_TEAM(pReceiver, pCaller->bTeam) in CreatureCall()
610 …if ((pSoldier->bActionPoints >= AP_RADIO) && (gTacticalStatus.Team[pSoldier->bTeam].bMenInSector >… in CreatureDecideActionRed()
651 if ( CAN_CALL( pSoldier ) && (!gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition) ) in CreatureDecideActionRed()
653 …if ((pSoldier->bActionPoints >= AP_RADIO) && (gTacticalStatus.Team[pSoldier->bTeam].bMenInSector >… in CreatureDecideActionRed()
843 …if ((pSoldier->bActionPoints >= AP_RADIO) && (gTacticalStatus.Team[pSoldier->bTeam].bMenInSector >… in CreatureDecideActionBlack()
869 if (!(gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition)) in CreatureDecideActionBlack()
1413 if (gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition || pSoldier->bUnderFire) in CreatureDecideAlertStatus()
1432 if (gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition || pSoldier->bUnderFire) in CreatureDecideAlertStatus()
H A DFindLocations.cc492 if (tgt != NULL && tgt != pSoldier && tgt->bTeam == pSoldier->bTeam) in NumberOfTeamMatesAdjacent()
568 pbPublOL = &(gbPublicOpplist[pSoldier->bTeam][0]); in FindBestNearbyCover()
640 pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpponent->ubID; in FindBestNearbyCover()
666 sThreatLoc = gsPublicLastKnownOppLoc[pSoldier->bTeam][pOpponent->ubID]; in FindBestNearbyCover()
1019 pbPublOL = &(gbPublicOpplist[pSoldier->bTeam][pOpponent->ubID]); in FindSpotMaxDistFromOpponents()
1049 sThreatLoc = gsPublicLastKnownOppLoc[pSoldier->bTeam][pOpponent->ubID]; in FindSpotMaxDistFromOpponents()
1072 if ( pSoldier->bTeam == CIV_TEAM ) in FindSpotMaxDistFromOpponents()
1192 if ( pSoldier->bTeam == CIV_TEAM ) in FindSpotMaxDistFromOpponents()
1211 if ( pSoldier->bTeam == ENEMY_TEAM && GridNoOnEdgeOfMap( sGridNo, &bEscapeDirection ) ) in FindSpotMaxDistFromOpponents()
1945 if (pSoldier->bTeam == OUR_TEAM && !fInRing) in FindClosestBoxingRingSpot()
/dports/games/spring/spring_98.0/rts/Game/GUI/
H A DPlayerRoster.cpp191 const int bTeam = bP->team; in CompareAllies() local
193 if ((aTeam == myTeam) && (bTeam != myTeam)) { return -1; } in CompareAllies()
194 if ((aTeam != myTeam) && (bTeam == myTeam)) { return +1; } in CompareAllies()
198 const int bAlly = teamHandler->AllyTeam(bTeam); in CompareAllies()
208 if (aTeam < bTeam) { return -1; } in CompareAllies()
209 if (aTeam > bTeam) { return +1; } in CompareAllies()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Editor/
H A DEditorMercs.cc869 INT8 bTeam; in IndicateSelectedMerc() local
885 bTeam = -1; in IndicateSelectedMerc()
936 bTeam = ENEMY_TEAM; in IndicateSelectedMerc()
939 bTeam = CREATURE_TEAM; in IndicateSelectedMerc()
942 bTeam = MILITIA_TEAM; in IndicateSelectedMerc()
945 bTeam = CIV_TEAM; in IndicateSelectedMerc()
960 if( bTeam != -1 ) in IndicateSelectedMerc()
1395 switch (bp.bTeam) in ChangeBodyType()
1451 if (s.bTeam == CREATURE_TEAM) in ChangeBodyType()
2545 if( curr->pBasicPlacement->bTeam == bTeam ) in SetMercTeamVisibility()
[all …]
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Strategic/
H A DQuests.cc199 if (s.bTeam != OUR_TEAM) continue; in NumWoundedMercsNearby()
219 if (s.bTeam != OUR_TEAM) continue; in NumMercsNear()
291 if (gpSrcSoldier && gpSrcSoldier->bTeam == OUR_TEAM) in CheckTalkerStrong()
295 else if (gpDestSoldier && gpDestSoldier->bTeam == OUR_TEAM) in CheckTalkerStrong()
305 if (gpSrcSoldier && gpSrcSoldier->bTeam == OUR_TEAM && gpSrcSoldier->ubProfile != NO_PROFILE) in CheckTalkerFemale()
309 …else if (gpDestSoldier && gpDestSoldier->bTeam == OUR_TEAM && gpDestSoldier->ubProfile != NO_PROFI… in CheckTalkerFemale()
319 if (gpSrcSoldier && gpSrcSoldier->bTeam == OUR_TEAM && gpSrcSoldier->ubProfile != NO_PROFILE) in CheckTalkerUnpropositionedFemale()
326 …else if (gpDestSoldier && gpDestSoldier->bTeam == OUR_TEAM && gpDestSoldier->ubProfile != NO_PROFI… in CheckTalkerUnpropositionedFemale()
347 if (s.bTeam != OUR_TEAM) continue; in NumMalesPresent()
367 if (s.bTeam != OUR_TEAM) continue; in FemalePresent()
[all …]
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TileEngine/
H A DRadar_Screen.cc276 s->bTeam == OUR_TEAM && s->bLevel > 0 ? FROMRGB(150, 150, 0) : in RenderRadarScreen()
278 s->bTeam != OUR_TEAM && s->bLife < OKLIFE ? FROMRGB(128, 128, 128) : in RenderRadarScreen()
280 s->bTeam == CIV_TEAM && !s->bNeutral && s->bSide != OUR_TEAM ? FROMRGB(255, 0, 0) : in RenderRadarScreen()
281 gTacticalStatus.Team[s->bTeam].RadarColor; in RenderRadarScreen()

1234