Home
last modified time | relevance | path

Searched refs:isShooting (Results 1 – 23 of 23) sorted by relevance

/dports/games/spring/spring_98.0/AI/Skirmish/KAIK/
H A DAttackGroup.cpp38 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 …]
H A DAttackGroup.h62 bool isShooting; variable
/dports/devel/pyside2/pyside-setup-opensource-src-5.15.2/examples/tutorial/
H A Dt13.py162 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():
H A Dt14.py163 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():
/dports/devel/pyside2-tools/pyside-setup-opensource-src-5.15.2/examples/tutorial/
H A Dt13.py162 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():
H A Dt14.py163 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():
/dports/devel/shiboken2/pyside-setup-opensource-src-5.15.2/examples/tutorial/
H A Dt13.py162 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():
H A Dt14.py163 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():
/dports/games/scummvm/scummvm-2.5.1/engines/gob/minigames/geisha/
H A Dsubmarine.h74 bool isShooting() const;
H A Dsubmarine.cpp153 bool Submarine::isShooting() const { in isShooting() function in Gob::Geisha::Submarine
H A Dpenetration.cpp1106 if (!_sub->sub->canMove() || _sub->sub->isShooting()) in subShoot()
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/gob/minigames/geisha/
H A Dsubmarine.h74 bool isShooting() const;
H A Dsubmarine.cpp153 bool Submarine::isShooting() const { in isShooting() function in Gob::Geisha::Submarine
H A Dpenetration.cpp1107 if (!_sub->sub->canMove() || _sub->sub->isShooting()) in subShoot()
/dports/games/openlierox/OpenLieroX/include/
H A DCNinjaRope.h97 bool isShooting() const { return HookShooting; } in isShooting() function
H A DCWorm.h605 bool isShooting() { return tState.bShoot; } in isShooting() function
/dports/games/openlierox/OpenLieroX/src/common/
H A DPhysicsLX56.cpp387 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()
H A DCWorm_AI.cpp3804 if(m_worm->cNinjaRope.isShooting() && !m_worm->cNinjaRope.isAttached()) in AI_MoveToTarget()
/dports/games/wop/wop-0.4.3/src/
H A Dguidedmissile.cpp89 if( pilot->isShooting() || ! pilot->isLiving() ) detonate = true; in update()
H A Dhelicopter.cpp159 if( pilot->isShooting() ) m_health = 0; in update()
H A Davatar.hpp125 bool isShooting ( void ) const { return m_state & m_stateMask & SHOOTING; } in isShooting() function in Avatar
H A Davatar.cpp357 if( TURN_WHILE_SHOOTING || ! isShooting() ) in update()
659 if( isShooting() ) { in update()
H A Dstationarygun.cpp407 if( m_Pilot->isShooting() ) { in steerByPilot()