Searched refs:idleUnits (Results 1 – 4 of 4) sorted by relevance
1064 std::vector<CUnit *> idleUnits; in Update() local1069 idleUnits.push_back(&aiunit); in Update()1073 if (idleUnits.empty()) { in Update()1077 if (State == AiForceAttackingState_Attacking && idleUnits.size() == this->Size()) { in Update()1113 for (size_t i = 0; i != idleUnits.size(); ++i) { in Update()1114 CUnit &aiunit = *idleUnits[i]; in Update()1183 std::vector<CUnit *> idleUnits; in Update() local1188 idleUnits.push_back(&aiunit); in Update()1191 for (unsigned int i = 0; i != idleUnits.size(); ++i) { in Update()1192 CUnit *const unit = idleUnits[i]; in Update()
72 void IBotNotifyIdleBaseUnits.UpdatedIdleBaseUnits(List<Actor> idleUnits) in IBotNotifyIdleBaseUnits.UpdatedIdleBaseUnits() argument74 idleUnitCount = idleUnits.Count; in IBotNotifyIdleBaseUnits.UpdatedIdleBaseUnits()
1710 std::vector<CUnit *> idleUnits; in Update() local1715 idleUnits.push_back(&aiunit); in Update()1719 if (idleUnits.empty()) { in Update()1723 if (State == AiForceAttackingState_Attacking && idleUnits.size() == this->Size()) { in Update()2026 std::vector<CUnit *> idleUnits; in Update() local2031 idleUnits.push_back(&aiunit); in Update()2034 for (unsigned int i = 0; i != idleUnits.size(); ++i) { in Update()2035 CUnit *const unit = idleUnits[i]; in Update()
524 void UpdatedIdleBaseUnits(List<Actor> idleUnits); in UpdatedIdleBaseUnits() argument