Searched refs:object_animates (Results 1 – 4 of 4) sorted by relevance
/dports/games/d2x/d2x-0.2.5/main/ |
H A D | ai.c | 567 int object_animates; in do_ai_frame() local 890 object_animates = do_silly_animation(obj); in do_ai_frame() 891 if (object_animates) in do_ai_frame() 898 …object_animates = 0; // If we're not doing the animation, then should pretend it doesn't an… in do_ai_frame() 1112 …bptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT… in do_ai_frame() 1270 …bptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT… in do_ai_frame() 1308 …bptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT… in do_ai_frame() 1347 …bptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT… in do_ai_frame() 1447 …bptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT… in do_ai_frame() 1479 if (!object_animates) { in do_ai_frame() [all …]
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H A D | ai.h | 436 …ix dist_to_player, vms_vector *gun_point, int player_visibility, int object_animates, int gun_num);
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H A D | ai2.c | 2444 …fix dist_to_player, vms_vector *gun_point, int player_visibility, int object_animates, int gun_num) in ai_do_actual_firing_stuff() argument 2460 if (!object_animates || ready_to_fire(robptr, ailp)) { in ai_do_actual_firing_stuff() 2526 if (((!object_animates) || (ailp->achieved_state[aip->CURRENT_GUN] == AIS_FIRE)) in ai_do_actual_firing_stuff() 2554 …if ((!object_animates || ready_to_fire(robptr, ailp)) && (Dist_to_last_fired_upon_player_pos < FIR… in ai_do_actual_firing_stuff()
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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/ |
H A D | ai.cpp | 2762 if (!object_animates || ready_to_fire_any_weapon(robptr, ailp, 0)) { in ai_do_actual_firing_stuff() 2803 if ((!object_animates || ailp.achieved_state[aip->CURRENT_GUN] == AIS_FIRE) in ai_do_actual_firing_stuff() 2849 if (!object_animates || ready_to_fire_any_weapon(robptr, ailp, 0)) { in ai_do_actual_firing_stuff() 2913 if ((!object_animates || ailp.achieved_state[aip->CURRENT_GUN] == AIS_FIRE) in ai_do_actual_firing_stuff() 2935 …if ((!object_animates || ready_to_fire_any_weapon(robptr, ailp, 0)) && (Dist_to_last_fired_upon_pl… in ai_do_actual_firing_stuff() 3182 int object_animates; in do_ai_frame() local 3614 object_animates = do_silly_animation(obj); in do_ai_frame() 3615 if (object_animates) in do_ai_frame() 3621 …object_animates = 0; // If we're not doing the animation, then should pretend it doesn't an… in do_ai_frame() 4221 if (!object_animates) { in do_ai_frame() [all …]
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