/dports/games/openjk/OpenJK-07675e2/codemp/game/ |
H A D | g_xcvar.h | 40 XCVAR_DEF( com_optvehtrace, "0", NULL, CVAR_NONE, qtrue ) 72 XCVAR_DEF( g_allowNPC, "1", NULL, CVAR_CHEAT, qtrue ) 76 XCVAR_DEF( g_armBreakage, "0", NULL, CVAR_NONE, qtrue ) 92 XCVAR_DEF( g_doWarmup, "0", NULL, CVAR_NONE, qtrue ) 98 XCVAR_DEF( g_forceDodge, "1", NULL, CVAR_NONE, qtrue ) 105 XCVAR_DEF( g_g2TraceLod, "3", NULL, CVAR_NONE, qtrue ) 107 XCVAR_DEF( g_gravity, "800", NULL, CVAR_NONE, qtrue ) 108 XCVAR_DEF( g_inactivity, "0", NULL, CVAR_NONE, qtrue ) 127 XCVAR_DEF( g_randFix, "1", NULL, CVAR_ARCHIVE, qtrue ) 156 XCVAR_DEF( g_speed, "250", NULL, CVAR_NONE, qtrue ) [all …]
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H A D | NPC_AI_Default.c | 185 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSIdle() 198 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSRun() 233 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSStandGuard() 312 NPC_UpdateAngles(qtrue, qtrue); in NPC_BSHuntAndKill() 374 NPC_CheckEnemy(qtrue, qfalse, qtrue); in NPC_BSStandAndShoot() 392 NPC_UpdateAngles(qtrue, qtrue); in NPC_BSStandAndShoot() 399 NPC_UpdateAngles(qtrue, qtrue); in NPC_BSStandAndShoot() 469 NPC_UpdateAngles(qtrue, qtrue); in NPC_BSRunAndShoot() 635 NPC_UpdateAngles(qtrue, qtrue); in NPC_BSMove() 708 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSPatrol() [all …]
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H A D | NPC_AI_Sniper.c | 220 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Patrol() 231 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Patrol() 280 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Patrol() 296 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Patrol() 594 NPC_UpdateAngles( qtrue, qtrue ); in Sniper_FaceEnemy() 625 NPC_UpdateAngles( qtrue, qtrue ); in Sniper_FaceEnemy() 668 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Attack() 683 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Attack() 711 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Attack() 727 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Attack() [all …]
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H A D | NPC_AI_Grenadier.c | 220 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSGrenadier_Patrol() 231 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSGrenadier_Patrol() 279 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSGrenadier_Patrol() 295 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSGrenadier_Patrol() 469 return qtrue; in Grenadier_EvaluateShot() 485 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSGrenadier_Attack() 500 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSGrenadier_Attack() 511 move3 = qtrue; in NPC_BSGrenadier_Attack() 552 enemyLOS3 = qtrue; in NPC_BSGrenadier_Attack() 606 shoot3 = qtrue; in NPC_BSGrenadier_Attack() [all …]
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H A D | NPC_AI_Howler.c | 69 NPC_MoveToGoal( qtrue ); in Howler_Patrol() 88 if ( NPC_CheckEnemyExt( qtrue ) == qfalse ) in Howler_Patrol() 105 NPC_MoveToGoal( qtrue ); in Howler_Move() 146 if ( TIMER_Done2( NPCS.NPC, "attack_dmg", qtrue )) in Howler_Attack() 152 TIMER_Done2( NPCS.NPC, "attacking", qtrue ); in Howler_Attack() 164 NPCS.NPCInfo->combatMove = qtrue; in Howler_Combat() 168 NPC_MoveToGoal( qtrue ); in Howler_Combat() 173 NPC_FaceEnemy( qtrue ); in Howler_Combat() 180 if ( TIMER_Done2( NPCS.NPC, "takingPain", qtrue )) in Howler_Combat() 186 Howler_Move( qtrue ); in Howler_Combat() [all …]
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H A D | NPC_behavior.c | 67 NPC_CheckEnemy(qtrue, qfalse, qtrue); in NPC_BSAdvanceFight() 261 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSCinematic() 266 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSWait() 635 NPC_UpdateAngles(qtrue, qtrue); in NPC_BSFollowLeader() 690 NPC_UpdateAngles(qtrue, qtrue); in NPC_BSFollowLeader() 768 NPC_UpdateAngles ( qtrue, qtrue ); in NPC_BSJump() 943 NPC_UpdateAngles ( qtrue, qtrue ); in NPC_BSRemove() 1144 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSearch() 1212 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSNoClip() 1307 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSWander() [all …]
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H A D | NPC_AI_MineMonster.c | 62 NPC_MoveToGoal( qtrue ); in MineMonster_Idle() 82 NPC_MoveToGoal( qtrue ); in MineMonster_Patrol() 101 if ( NPC_CheckEnemyExt( qtrue ) == qfalse ) in MineMonster_Patrol() 118 NPC_MoveToGoal( qtrue ); in MineMonster_Move() 208 TIMER_Done2( NPCS.NPC, "attacking", qtrue ); in MineMonster_Attack() 220 NPCS.NPCInfo->combatMove = qtrue; in MineMonster_Combat() 224 NPC_MoveToGoal( qtrue ); in MineMonster_Combat() 229 NPC_FaceEnemy( qtrue ); in MineMonster_Combat() 237 if ( TIMER_Done2( NPCS.NPC, "takingPain", qtrue )) in MineMonster_Combat() 243 MineMonster_Move( qtrue ); in MineMonster_Combat() [all …]
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H A D | bg_panimate.c | 62 return qtrue; in BG_SaberStanceAnim() 84 return qtrue; in BG_CrouchAnim() 132 return qtrue; in BG_InSpecialJump() 136 return qtrue; in BG_InSpecialJump() 140 return qtrue; in BG_InSpecialJump() 144 return qtrue; in BG_InSpecialJump() 148 return qtrue; in BG_InSpecialJump() 162 return qtrue; in BG_InSaberStandAnim() 176 return qtrue; in BG_InReboundJump() 190 return qtrue; in BG_InReboundHold() [all …]
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/dports/games/openjk/OpenJK-07675e2/code/game/ |
H A D | AI_Default.cpp | 187 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSIdle() 200 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSRun() 240 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSStandGuard() 319 NPC_UpdateAngles(qtrue, qtrue); in NPC_BSHuntAndKill() 399 NPC_UpdateAngles(qtrue, qtrue); in NPC_BSStandAndShoot() 406 NPC_UpdateAngles(qtrue, qtrue); in NPC_BSStandAndShoot() 475 NPC_UpdateAngles(qtrue, qtrue); in NPC_BSRunAndShoot() 510 if( NPC_UpdateAngles ( qtrue, qtrue ) ) in NPC_BSFace() 641 NPC_UpdateAngles(qtrue, qtrue); in NPC_BSMove() 714 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSPatrol() [all …]
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H A D | AI_Grenadier.cpp | 217 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSGrenadier_Patrol() 228 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSGrenadier_Patrol() 276 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSGrenadier_Patrol() 292 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSGrenadier_Patrol() 467 return qtrue; in Grenadier_EvaluateShot() 483 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSGrenadier_Attack() 497 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSGrenadier_Attack() 508 doMove = qtrue; in NPC_BSGrenadier_Attack() 544 enemyLOS = qtrue; in NPC_BSGrenadier_Attack() 596 shoot = qtrue; in NPC_BSGrenadier_Attack() [all …]
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H A D | AI_Sniper.cpp | 226 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Patrol() 237 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Patrol() 286 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Patrol() 302 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Patrol() 616 NPC_UpdateAngles( qtrue, qtrue ); in Sniper_FaceEnemy() 647 NPC_UpdateAngles( qtrue, qtrue ); in Sniper_FaceEnemy() 692 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Attack() 706 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Attack() 735 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Attack() 752 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Attack() [all …]
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H A D | AI_Tusken.cpp | 186 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSTusken_Patrol() 197 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSTusken_Patrol() 245 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSTusken_Patrol() 261 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSTusken_Patrol() 284 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSTusken_Attack() 292 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSTusken_Attack() 380 WeaponThink( qtrue ); in NPC_BSTusken_Attack() 405 NPC_FaceEnemy(qtrue); in NPC_BSTusken_Attack() 407 NPC_UpdateAngles(qtrue, qtrue); in NPC_BSTusken_Attack() 465 hit = qtrue; in Tusken_StaffTrace() [all …]
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H A D | AI_MineMonster.cpp | 62 NPC_MoveToGoal( qtrue ); in MineMonster_Idle() 80 NPC_MoveToGoal( qtrue ); in MineMonster_Patrol() 91 if ( NPC_CheckEnemyExt( qtrue ) == qfalse ) in MineMonster_Patrol() 108 NPC_MoveToGoal( qtrue ); in MineMonster_Move() 198 TIMER_Done2( NPC, "attacking", qtrue ); in MineMonster_Attack() 207 NPCInfo->combatMove = qtrue; in MineMonster_Combat() 211 NPC_MoveToGoal( qtrue ); in MineMonster_Combat() 216 NPC_FaceEnemy( qtrue ); in MineMonster_Combat() 224 if ( TIMER_Done2( NPC, "takingPain", qtrue )) in MineMonster_Combat() 230 MineMonster_Move( qtrue ); in MineMonster_Combat() [all …]
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H A D | NPC_behavior.cpp | 272 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSCinematic() 277 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSWait() 668 NPC_UpdateAngles(qtrue, qtrue); in NPC_BSFollowLeader_AttackEnemy() 745 NPC_UpdateAngles(qtrue, qtrue); in NPC_BSFollowLeader_LookAtLeader() 858 NPC_UpdateAngles ( qtrue, qtrue ); in NPC_BSJump() 1023 NPC_UpdateAngles ( qtrue, qtrue ); in NPC_BSRemove() 1194 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSearch() 1253 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSNoClip() 1380 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSWander() 1900 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSFlee() [all …]
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H A D | AI_SaberDroid.cpp | 122 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSaberDroid_Patrol() 173 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSaberDroid_Patrol() 186 NPC_MoveToGoal( qtrue ); in NPC_BSSaberDroid_Patrol() 199 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSaberDroid_Patrol() 308 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSaberDroid_Attack() 328 doMove = qtrue; in NPC_BSSaberDroid_Attack() 337 enemyLOS = qtrue; in NPC_BSSaberDroid_Attack() 342 enemyCS = qtrue; in NPC_BSSaberDroid_Attack() 355 faceEnemy = qtrue; in NPC_BSSaberDroid_Attack() 364 shoot = qtrue; in NPC_BSSaberDroid_Attack() [all …]
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/dports/games/openjk/OpenJK-07675e2/codeJK2/game/ |
H A D | AI_Default.cpp | 191 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSIdle() 204 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSRun() 243 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSStandGuard() 322 NPC_UpdateAngles(qtrue, qtrue); in NPC_BSHuntAndKill() 402 NPC_UpdateAngles(qtrue, qtrue); in NPC_BSStandAndShoot() 409 NPC_UpdateAngles(qtrue, qtrue); in NPC_BSStandAndShoot() 479 NPC_UpdateAngles(qtrue, qtrue); in NPC_BSRunAndShoot() 514 if( NPC_UpdateAngles ( qtrue, qtrue ) ) in NPC_BSFace() 644 NPC_UpdateAngles(qtrue, qtrue); in NPC_BSMove() 717 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSPatrol() [all …]
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H A D | AI_Sniper.cpp | 222 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Patrol() 233 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Patrol() 282 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Patrol() 298 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Patrol() 591 NPC_UpdateAngles( qtrue, qtrue ); in Sniper_FaceEnemy() 622 NPC_UpdateAngles( qtrue, qtrue ); in Sniper_FaceEnemy() 663 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Attack() 678 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Attack() 706 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Attack() 722 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSniper_Attack() [all …]
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H A D | AI_Grenadier.cpp | 219 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSGrenadier_Patrol() 230 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSGrenadier_Patrol() 278 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSGrenadier_Patrol() 294 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSGrenadier_Patrol() 468 return qtrue; in Grenadier_EvaluateShot() 484 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSGrenadier_Attack() 499 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSGrenadier_Attack() 510 AImove = qtrue; in NPC_BSGrenadier_Attack() 546 enemyLOS = qtrue; in NPC_BSGrenadier_Attack() 598 shoot = qtrue; in NPC_BSGrenadier_Attack() [all …]
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H A D | NPC_behavior.cpp | 262 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSCinematic() 267 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSWait() 639 NPC_UpdateAngles(qtrue, qtrue); in NPC_BSFollowLeader() 696 NPC_UpdateAngles(qtrue, qtrue); in NPC_BSFollowLeader() 773 NPC_UpdateAngles ( qtrue, qtrue ); in NPC_BSJump() 944 NPC_UpdateAngles ( qtrue, qtrue ); in NPC_BSRemove() 1146 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSSearch() 1205 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSNoClip() 1300 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSWander() 1566 NPC_UpdateAngles( qtrue, qtrue ); in NPC_BSFlee() [all …]
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H A D | AI_Howler.cpp | 69 NPC_MoveToGoal( qtrue ); in Howler_Patrol() 88 if ( NPC_CheckEnemyExt( qtrue ) == qfalse ) in Howler_Patrol() 105 NPC_MoveToGoal( qtrue ); in Howler_Move() 146 if ( TIMER_Done2( NPC, "attack_dmg", qtrue )) in Howler_Attack() 152 TIMER_Done2( NPC, "attacking", qtrue ); in Howler_Attack() 161 NPCInfo->combatMove = qtrue; in Howler_Combat() 165 NPC_MoveToGoal( qtrue ); in Howler_Combat() 170 NPC_FaceEnemy( qtrue ); in Howler_Combat() 178 if ( TIMER_Done2( NPC, "takingPain", qtrue )) in Howler_Combat() 184 Howler_Move( qtrue ); in Howler_Combat() [all …]
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H A D | AI_MineMonster.cpp | 63 NPC_MoveToGoal( qtrue ); in MineMonster_Idle() 81 NPC_MoveToGoal( qtrue ); in MineMonster_Patrol() 100 if ( NPC_CheckEnemyExt( qtrue ) == qfalse ) in MineMonster_Patrol() 117 NPC_MoveToGoal( qtrue ); in MineMonster_Move() 207 TIMER_Done2( NPC, "attacking", qtrue ); in MineMonster_Attack() 216 NPCInfo->combatMove = qtrue; in MineMonster_Combat() 220 NPC_MoveToGoal( qtrue ); in MineMonster_Combat() 225 NPC_FaceEnemy( qtrue ); in MineMonster_Combat() 233 if ( TIMER_Done2( NPC, "takingPain", qtrue )) in MineMonster_Combat() 239 MineMonster_Move( qtrue ); in MineMonster_Combat() [all …]
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/dports/games/q2pro/q2pro/source/ |
H A D | keys.c | 493 consolekeys[i] = qtrue; in Key_Init() 496 consolekeys[K_TAB] = qtrue; in Key_Init() 506 consolekeys[K_HOME] = qtrue; in Key_Init() 508 consolekeys[K_END] = qtrue; in Key_Init() 510 consolekeys[K_PGUP] = qtrue; in Key_Init() 512 consolekeys[K_PGDN] = qtrue; in Key_Init() 515 consolekeys[K_INS] = qtrue; in Key_Init() 522 consolekeys[K_DEL] = qtrue; in Key_Init() 528 consolekeys['`'] = qtrue; in Key_Init() 529 consolekeys['~'] = qtrue; in Key_Init() [all …]
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/dports/games/iortcw/iortcw-1.51c/SP/code/game/ |
H A D | ai_cast_script_actions.c | 205 return qtrue; in AICast_ScriptAction_GotoMarker() 250 return qtrue; in AICast_ScriptAction_WalkToMarker() 277 return qtrue; in AICast_ScriptAction_CrouchToMarker() 383 return qtrue; in AICast_ScriptAction_GotoCast() 424 return qtrue; in AICast_ScriptAction_WalkToCast() 451 return qtrue; in AICast_ScriptAction_CrouchToCast() 470 return qtrue; in AICast_ScriptAction_AbortIfLoadgame() 667 return qtrue; in AICast_ScriptAction_FollowCast() 698 return qtrue; in AICast_ScriptAction_PlaySound() 715 return qtrue; in AICast_ScriptAction_NoAttack() [all …]
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/dports/games/iortcw/iortcw-1.51c/MP/code/game/ |
H A D | ai_cast_script_actions.c | 195 return qtrue; in AICast_ScriptAction_GotoMarker() 236 return qtrue; in AICast_ScriptAction_WalkToMarker() 259 return qtrue; in AICast_ScriptAction_CrouchToMarker() 356 return qtrue; in AICast_ScriptAction_GotoCast() 393 return qtrue; in AICast_ScriptAction_WalkToCast() 416 return qtrue; in AICast_ScriptAction_CrouchToCast() 607 return qtrue; in AICast_ScriptAction_FollowCast() 638 return qtrue; in AICast_ScriptAction_PlaySound() 655 return qtrue; in AICast_ScriptAction_NoAttack() 686 return qtrue; in AICast_ScriptAction_Attack() [all …]
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/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/cgame/ |
H A D | cg_attachment.c | 102 return qtrue; in CG_AttachmentPoint() 161 return qtrue; in CG_AttachmentDir() 208 return qtrue; in CG_AttachmentAxis() 226 return qtrue; in CG_AttachmentVelocity() 233 return qtrue; in CG_AttachmentVelocity() 282 a->attached = qtrue; in CG_AttachToPoint() 298 a->attached = qtrue; in CG_AttachToCent() 314 a->attached = qtrue; in CG_AttachToTag() 330 a->attached = qtrue; in CG_AttachToParticle() 358 a->centValid = qtrue; in CG_SetAttachmentCent() [all …]
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