/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/ |
H A D | OppList.cc | 1247 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 …]
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H A D | TeamTurns.cc | 503 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 …]
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H A D | Soldier_Init_List.cc | 474 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 …]
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H A D | Enemy_Soldier_Save.cc | 121 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()
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H A D | Soldier_Tile.cc | 65 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 …]
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H A D | Overhead.cc | 369 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 …]
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H A D | Soldier_Create.h | 27 INT8 bTeam; //The team this individual is part of. member 60 INT8 bTeam; member 193 void QuickCreateProfileMerc( INT8 bTeam, UINT8 ubProfileID );
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H A D | Civ_Quotes.cc | 236 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()
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H A D | Soldier_Create.cc | 206 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 …]
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H A D | Soldier_Ani.cc | 257 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 …]
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H A D | Weapons.cc | 448 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 …]
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H A D | LoadSaveBasicSoldierCreateStruct.cc | 17 EXTR_I8( d, b.bTeam) in ExtractBasicSoldierCreateStructFromFile() 44 INJ_I8( d, b.bTeam) in InjectBasicSoldierCreateStructIntoFile()
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H A D | Overhead.h | 124 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 );
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H A D | Soldier_Add.cc | 70 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()
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H A D | Soldier_Control.cc | 499 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 …]
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TacticalAI/ |
H A D | Knowledge.cc | 138 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 …]
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H A D | AIMain.cc | 146 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 …]
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H A D | AIUtils.cc | 793 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 …]
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H A D | DecideAction.cc | 690 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 …]
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H A D | CreatureDecideAction.cc | 70 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()
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H A D | FindLocations.cc | 492 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()
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/dports/games/spring/spring_98.0/rts/Game/GUI/ |
H A D | PlayerRoster.cpp | 191 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()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Editor/ |
H A D | EditorMercs.cc | 869 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 …]
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Strategic/ |
H A D | Quests.cc | 199 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 …]
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TileEngine/ |
H A D | Radar_Screen.cc | 276 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()
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