/dports/games/spring/spring_98.0/AI/Skirmish/KAIK/ |
H A D | AttackGroup.cpp | 38 CR_MEMBER(isShooting), 54 this->isShooting = false; in CAttackGroup() 68 this->isShooting = false; in CAttackGroup() 282 this->isShooting = false; in AssignTarget() 365 if (!isShooting && !isMoving) { in FindDefenseTarget() 373 return (defending && !isShooting && !isMoving); in NeedsNewTarget() 383 this->isShooting = true; in ClearTarget() 407 isShooting = false; in Update() 431 if (!isShooting && isMoving && (frameNr % 60 == (groupID * 5) % frameSpread)) { in Update() 436 if ((defending && !isShooting && !isMoving) && (frameNr % 60 == groupID % 60)) { in Update() [all …]
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H A D | AttackGroup.h | 62 bool isShooting; variable
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/dports/devel/pyside2/pyside-setup-opensource-src-5.15.2/examples/tutorial/ |
H A D | t13.py | 162 if self.isShooting(): 184 if self.isShooting(): 190 if self.isShooting(): 225 if self.isShooting(): 284 def isShooting(self): member in CannonField 365 if self.cannonField.gameOver() or self.cannonField.isShooting():
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H A D | t14.py | 163 if self.isShooting(): 185 if self.isShooting(): 191 if self.isShooting(): 248 if self.isShooting(): 322 def isShooting(self): member in CannonField 420 if self.cannonField.gameOver() or self.cannonField.isShooting():
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/dports/devel/pyside2-tools/pyside-setup-opensource-src-5.15.2/examples/tutorial/ |
H A D | t13.py | 162 if self.isShooting(): 184 if self.isShooting(): 190 if self.isShooting(): 225 if self.isShooting(): 284 def isShooting(self): member in CannonField 365 if self.cannonField.gameOver() or self.cannonField.isShooting():
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H A D | t14.py | 163 if self.isShooting(): 185 if self.isShooting(): 191 if self.isShooting(): 248 if self.isShooting(): 322 def isShooting(self): member in CannonField 420 if self.cannonField.gameOver() or self.cannonField.isShooting():
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/dports/devel/shiboken2/pyside-setup-opensource-src-5.15.2/examples/tutorial/ |
H A D | t13.py | 162 if self.isShooting(): 184 if self.isShooting(): 190 if self.isShooting(): 225 if self.isShooting(): 284 def isShooting(self): member in CannonField 365 if self.cannonField.gameOver() or self.cannonField.isShooting():
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H A D | t14.py | 163 if self.isShooting(): 185 if self.isShooting(): 191 if self.isShooting(): 248 if self.isShooting(): 322 def isShooting(self): member in CannonField 420 if self.cannonField.gameOver() or self.cannonField.isShooting():
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/dports/games/scummvm/scummvm-2.5.1/engines/gob/minigames/geisha/ |
H A D | submarine.h | 74 bool isShooting() const;
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H A D | submarine.cpp | 153 bool Submarine::isShooting() const { in isShooting() function in Gob::Geisha::Submarine
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H A D | penetration.cpp | 1106 if (!_sub->sub->canMove() || _sub->sub->isShooting()) in subShoot()
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/dports/games/libretro-scummvm/scummvm-7b1e929/engines/gob/minigames/geisha/ |
H A D | submarine.h | 74 bool isShooting() const;
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H A D | submarine.cpp | 153 bool Submarine::isShooting() const { in isShooting() function in Gob::Geisha::Submarine
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H A D | penetration.cpp | 1107 if (!_sub->sub->canMove() || _sub->sub->isShooting()) in subShoot()
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/dports/games/openlierox/OpenLieroX/include/ |
H A D | CNinjaRope.h | 97 bool isShooting() const { return HookShooting; } in isShooting() function
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H A D | CWorm.h | 605 bool isShooting() { return tState.bShoot; } in isShooting() function
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/dports/games/openlierox/OpenLieroX/src/common/ |
H A D | PhysicsLX56.cpp | 387 if (worm->isShooting() || old_weapon != worm->getCurrentWeapon()) // The weapon bar is changing in simulateWorm() 591 CVec force = rope->isShooting() ? CVec(0,100) : CVec(0,150); in simulateNinjarope() 604 if(rope->isShooting()) { in simulateNinjarope() 619 else if(!rope->isShooting() && !rope->isAttached()) { in simulateNinjarope()
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H A D | CWorm_AI.cpp | 3804 if(m_worm->cNinjaRope.isShooting() && !m_worm->cNinjaRope.isAttached()) in AI_MoveToTarget()
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/dports/games/wop/wop-0.4.3/src/ |
H A D | guidedmissile.cpp | 89 if( pilot->isShooting() || ! pilot->isLiving() ) detonate = true; in update()
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H A D | helicopter.cpp | 159 if( pilot->isShooting() ) m_health = 0; in update()
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H A D | avatar.hpp | 125 bool isShooting ( void ) const { return m_state & m_stateMask & SHOOTING; } in isShooting() function in Avatar
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H A D | avatar.cpp | 357 if( TURN_WHILE_SHOOTING || ! isShooting() ) in update() 659 if( isShooting() ) { in update()
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H A D | stationarygun.cpp | 407 if( m_Pilot->isShooting() ) { in steerByPilot()
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