Lines Matching refs:_actor

370 	_actor[0].damage = 0;  in initvars()
372 _actor[0].maxdamage = 60; in initvars()
374 _actor[0].maxdamage = 80; in initvars()
375 _actor[0].field_8 = 1; in initvars()
376 _actor[0].frame = 0; in initvars()
377 _actor[0].tilt = 0; in initvars()
378 _actor[0].cursorX = 0; in initvars()
379 _actor[0].speed = 0; in initvars()
380 _actor[0].x = 160; in initvars()
381 _actor[0].y = 0; in initvars()
382 _actor[0].y1 = -1; in initvars()
383 _actor[0].x1 = -1; in initvars()
384 _actor[0].weaponClass = 2; in initvars()
385 _actor[0].animWeaponClass = 0; in initvars()
386 _actor[0].newFacingFlag = 2; in initvars()
387 _actor[0].curFacingFlag = 0; in initvars()
388 _actor[0].lost = false; in initvars()
389 _actor[0].kicking = false; in initvars()
390 _actor[0].field_44 = false; in initvars()
391 _actor[0].field_48 = false; in initvars()
392 _actor[0].defunct = 0; in initvars()
393 _actor[0].scenePropSubIdx = 0; in initvars()
394 _actor[0].field_54 = 0; in initvars()
395 _actor[0].runningSound = 0; in initvars()
396 _actor[0].weapon = INV_HAND; in initvars()
397 _actor[0].inventory[INV_CHAIN] = 0; in initvars()
398 _actor[0].inventory[INV_CHAINSAW] = 0; in initvars()
399 _actor[0].inventory[INV_MACE] = 0; in initvars()
400 _actor[0].inventory[INV_2X4] = 0; in initvars()
401 _actor[0].inventory[INV_WRENCH] = 1; in initvars()
402 _actor[0].inventory[INV_BOOT] = 1; in initvars()
403 _actor[0].inventory[INV_HAND] = 1; in initvars()
404 _actor[0].inventory[INV_DUST] = 0; in initvars()
405 _actor[0].probability = 5; in initvars()
406 _actor[0].enemyHandler = EN_BEN; in initvars()
412 _actor[1].damage = 0; in initvars()
413 _actor[1].maxdamage = -1; in initvars()
414 _actor[1].field_8 = 1; in initvars()
415 _actor[1].frame = 0; in initvars()
416 _actor[1].tilt = 0; in initvars()
417 _actor[1].cursorX = 0; in initvars()
418 _actor[1].speed = 0; in initvars()
419 _actor[1].x = 160; in initvars()
420 _actor[1].y = 0; in initvars()
421 _actor[1].y1 = -1; in initvars()
422 _actor[1].x1 = -1; in initvars()
423 _actor[1].weaponClass = 2; in initvars()
424 _actor[1].animWeaponClass = 0; in initvars()
425 _actor[1].newFacingFlag = 0; in initvars()
426 _actor[1].curFacingFlag = 0; in initvars()
427 _actor[1].lost = false; in initvars()
428 _actor[1].kicking = false; in initvars()
429 _actor[1].field_44 = false; in initvars()
430 _actor[1].field_48 = false; in initvars()
431 _actor[1].defunct = 0; in initvars()
432 _actor[1].scenePropSubIdx = 0; in initvars()
433 _actor[1].field_54 = 0; in initvars()
434 _actor[1].runningSound = 0; in initvars()
435 _actor[1].weapon = INV_HAND; in initvars()
436 _actor[1].inventory[INV_CHAIN] = 0; in initvars()
437 _actor[1].inventory[INV_CHAINSAW] = 0; in initvars()
438 _actor[1].inventory[INV_MACE] = 1; in initvars()
439 _actor[1].inventory[INV_2X4] = 0; in initvars()
440 _actor[1].inventory[INV_WRENCH] = 0; in initvars()
441 _actor[1].inventory[INV_BOOT] = 0; in initvars()
442 _actor[1].inventory[INV_HAND] = 0; in initvars()
443 _actor[1].inventory[INV_DUST] = 0; in initvars()
444 _actor[1].probability = 5; in initvars()
445 _actor[1].enemyHandler = -1; in initvars()
459 _actor[actornum].act[actnum].actor = actorval; in init_actStruct()
460 _actor[actornum].act[actnum].state = state; in init_actStruct()
461 _actor[actornum].act[actnum].room = room; in init_actStruct()
462 _actor[actornum].act[actnum].animTilt = animTilt; in init_actStruct()
463 _actor[actornum].act[actnum].tilt = tilt; in init_actStruct()
464 _actor[actornum].act[actnum].frame = frame; in init_actStruct()
516 actorAnimationData[_actor[actornum].weaponClass * 7 + anim - 6], 180); in setBenAnimation()
527 actorAnimationData[_actor[actornum].weaponClass * 7 + anim - 6] + d, 180); in setEnemyAnimation()
637 smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1, _smlayer_room); in putActors()
638 smlayer_putActor(0, 0, _actor[0].x, _actor[0].y1, _smlayer_room); in putActors()
639 smlayer_putActor(0, 1, _actor[0].x, _actor[0].y1, _smlayer_room); in putActors()
640 smlayer_putActor(1, 2, _actor[0].x, _actor[0].y1, _smlayer_room); in putActors()
641 smlayer_putActor(1, 0, _actor[0].x, _actor[0].y1, _smlayer_room); in putActors()
642 smlayer_putActor(1, 1, _actor[0].x, _actor[0].y1, _smlayer_room); in putActors()
648 _actor[0].inventory[INV_CHAIN] = 0; in readState()
649 _actor[0].inventory[INV_CHAINSAW] = 0; in readState()
650 _actor[0].inventory[INV_MACE] = 0; in readState()
651 _actor[0].inventory[INV_2X4] = 0; in readState()
652 _actor[0].inventory[INV_WRENCH] = 1; in readState()
653 _actor[0].inventory[INV_DUST] = 0; in readState()
654 _actor[0].inventory[INV_HAND] = 1; in readState()
655 _actor[0].inventory[INV_BOOT] = 0; in readState()
658 _actor[0].inventory[INV_CHAIN] = readArray(50) != 0; in readState()
659 _actor[0].inventory[INV_CHAINSAW] = readArray(51) != 0; in readState()
660 _actor[0].inventory[INV_MACE] = readArray(52) != 0; in readState()
661 _actor[0].inventory[INV_2X4] = readArray(53) != 0; in readState()
662 _actor[0].inventory[INV_WRENCH] = readArray(54) != 0; in readState()
663 _actor[0].inventory[INV_DUST] = readArray(55) != 0; in readState()
664 _actor[0].inventory[INV_HAND] = 1; in readState()
665 _actor[0].inventory[INV_BOOT] = 1; in readState()
698 if (_enemy[EN_VULTF2].isEmpty != (_actor[0].inventory[INV_CHAINSAW] != 0)) { in readState()
700 _enemy[EN_VULTF2].isEmpty, _actor[0].inventory[INV_CHAINSAW]); in readState()
701 _enemy[EN_VULTF2].isEmpty = (_actor[0].inventory[INV_CHAINSAW] != 0); in readState()
722 _actor[0].x = 160; in setupValues()
723 _actor[0].y = 200; in setupValues()
724 _actor[0].tilt = 0; in setupValues()
725 _actor[0].field_8 = 1; in setupValues()
726 _actor[0].frame = 0; in setupValues()
727 _actor[0].act[2].state = 1; in setupValues()
728 _actor[0].act[0].state = 1; in setupValues()
729 _actor[0].act[1].state = 0; in setupValues()
730 _actor[0].act[2].room = 1; in setupValues()
731 _actor[0].act[1].room = 0; in setupValues()
732 _actor[0].act[0].room = 0; in setupValues()
733 _actor[0].cursorX = 0; in setupValues()
734 _actor[0].lost = false; in setupValues()
819 _actor[0].defunct = arg_4; in prepareScenePropScene()
820 _actor[1].defunct = arg_8; in prepareScenePropScene()
831 _actor[tmp].field_54 = 1; in prepareScenePropScene()
832 _actor[tmp].act[3].state = 117; in prepareScenePropScene()
833 _actor[tmp].scenePropSubIdx = _currScenePropSubIdx; in prepareScenePropScene()
888 if (_actor[actornum].weapon == -1) in weaponMaxRange()
891 return map[_actor[actornum].weapon]; in weaponMaxRange()
897 if (_actor[actornum].weapon == -1) in weaponMinRange()
900 return map[_actor[actornum].weapon]; in weaponMinRange()
906 if (_actor[actornum].weapon == -1) in weaponDamage()
909 return map[_actor[actornum].weapon]; in weaponDamage()
925 _actor[0].weapon = INV_HAND; in reinitActors()
926 _actor[0].weaponClass = 2; in reinitActors()
927 _actor[0].animWeaponClass = 0; in reinitActors()
928 _actor[0].newFacingFlag = 2; in reinitActors()
929 _actor[0].curFacingFlag = 0; in reinitActors()
930 _actor[0].tilt = 0; in reinitActors()
931 _actor[0].field_8 = 1; in reinitActors()
932 _actor[0].act[2].state = 1; in reinitActors()
933 _actor[0].act[2].animTilt = 1; in reinitActors()
934 _actor[0].act[0].state = 0; in reinitActors()
935 _actor[0].act[1].state = 1; in reinitActors()
936 _actor[0].act[2].room = 1; in reinitActors()
937 _actor[0].act[1].room = 1; in reinitActors()
938 _actor[0].act[0].room = 1; in reinitActors()
939 _actor[0].cursorX = 0; in reinitActors()
1063 _actor[0].damage = 0; in escapeKeyHandler()
1067 _actor[0].damage = 0; in escapeKeyHandler()
1071 _actor[0].damage = 0; in escapeKeyHandler()
1192 Actor *a = _vm->derefActor(_actor[actornum].act[actnum].actor, "smlayer_setActorCostume"); in smlayer_setActorCostume()
1196 _actor[actornum].act[actnum].frame = 0; in smlayer_setActorCostume()
1200 Actor *a = _vm->derefActor(_actor[actornum].act[actnum].actor, "smlayer_putActor"); in smlayer_putActor()
1205 Actor *a = _vm->derefActor(_actor[actornum].act[actnum].actor, "smlayer_setActorLayer"); in smlayer_setActorLayer()
1363 if (_actor[actornum].act[actnum].room) { in smlayer_setActorFacing()
1364 Actor *a = _vm->derefActor(_actor[actornum].act[actnum].actor, "smlayer_setActorFacing"); in smlayer_setActorFacing()
1367 _actor[actornum].act[actnum].frame = 0; in smlayer_setActorFacing()
1401 Actor *a = _vm->derefActor(_actor[actornum].act[actnum].actor, "smlayer_actorNeedRedraw"); in smlayer_actorNeedRedraw()