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/dports/games/openjk/OpenJK-07675e2/codemp/game/
H A Dg_xcvar.h40 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 …]
H A DNPC_AI_Default.c185 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 …]
H A DNPC_AI_Sniper.c220 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 …]
H A DNPC_AI_Grenadier.c220 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 …]
H A DNPC_AI_Howler.c69 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 …]
H A DNPC_behavior.c67 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()
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H A DNPC_AI_MineMonster.c62 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 …]
H A Dbg_panimate.c62 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 …]
/dports/games/openjk/OpenJK-07675e2/code/game/
H A DAI_Default.cpp187 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 …]
H A DAI_Grenadier.cpp217 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 …]
H A DAI_Sniper.cpp226 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 …]
H A DAI_Tusken.cpp186 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 …]
H A DAI_MineMonster.cpp62 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 …]
H A DNPC_behavior.cpp272 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 …]
H A DAI_SaberDroid.cpp122 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 …]
/dports/games/openjk/OpenJK-07675e2/codeJK2/game/
H A DAI_Default.cpp191 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 …]
H A DAI_Sniper.cpp222 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 …]
H A DAI_Grenadier.cpp219 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 …]
H A DNPC_behavior.cpp262 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 …]
H A DAI_Howler.cpp69 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()
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H A DAI_MineMonster.cpp63 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 …]
/dports/games/q2pro/q2pro/source/
H A Dkeys.c493 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 …]
/dports/games/iortcw/iortcw-1.51c/SP/code/game/
H A Dai_cast_script_actions.c205 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 …]
/dports/games/iortcw/iortcw-1.51c/MP/code/game/
H A Dai_cast_script_actions.c195 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 …]
/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/cgame/
H A Dcg_attachment.c102 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()
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