Lines Matching refs:_actor

68 		smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1 + 190, _smlayer_room2);  in runScene()
77 smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1 + 190, _smlayer_room2); in runScene()
100 smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1 + 190, _smlayer_room2); in runScene()
129 smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1 + 190, _smlayer_room2); in runScene()
152 writeArray(50, _actor[0].inventory[INV_CHAIN]); in runScene()
153 writeArray(51, _actor[0].inventory[INV_CHAINSAW]); in runScene()
154 writeArray(52, _actor[0].inventory[INV_MACE]); in runScene()
155 writeArray(53, _actor[0].inventory[INV_2X4]); in runScene()
156 writeArray(54, _actor[0].inventory[INV_WRENCH]); in runScene()
157 writeArray(55, _actor[0].inventory[INV_DUST]); in runScene()
227 if (_actor[0].runningSound != 0) in stopSceneSounds()
228 smlayer_stopSound(_actor[0].runningSound); in stopSceneSounds()
229 _actor[0].runningSound = 0; in stopSceneSounds()
231 if (_actor[1].runningSound != 0) in stopSceneSounds()
232 smlayer_stopSound(_actor[1].runningSound); in stopSceneSounds()
233 _actor[1].runningSound = 0; in stopSceneSounds()
240 _actor[0].defunct = 0; in stopSceneSounds()
241 _actor[0].scenePropSubIdx = 0; in stopSceneSounds()
242 _actor[0].field_54 = 0; in stopSceneSounds()
243 _actor[1].defunct = 0; in stopSceneSounds()
244 _actor[1].scenePropSubIdx = 0; in stopSceneSounds()
245 _actor[1].field_54 = 0; in stopSceneSounds()
301 _actor[1].scenePropSubIdx = 0; in shutCurrentScene()
302 _actor[1].defunct = 0; in shutCurrentScene()
304 if (_actor[1].runningSound != 0) { in shutCurrentScene()
305 smlayer_stopSound(_actor[1].runningSound); in shutCurrentScene()
306 _actor[1].runningSound = 0; in shutCurrentScene()
309 _actor[0].scenePropSubIdx = 0; in shutCurrentScene()
310 _actor[0].defunct = 0; in shutCurrentScene()
312 if (_actor[0].runningSound != 0) { in shutCurrentScene()
313 smlayer_stopSound(_actor[0].runningSound); in shutCurrentScene()
314 _actor[0].runningSound = 0; in shutCurrentScene()
630 smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1 + 190, _smlayer_room2); in setSceneCostumes()
652 _actor[1].y = 200; in setSceneCostumes()
662 smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2); in setSceneCostumes()
691 smlayer_putActor(0, 2, _actor[0].x+11, _actor[0].y1+102, _smlayer_room2); in setEnemyCostumes()
692 smlayer_putActor(0, 1, _actor[0].x, _actor[0].y1+200, _smlayer_room2); in setEnemyCostumes()
693 smlayer_putActor(0, 0, _actor[0].x, _actor[0].y1+200, _smlayer_room2); in setEnemyCostumes()
697 _actor[1].act[2].room = 1; in setEnemyCostumes()
698 _actor[1].act[1].room = 0; in setEnemyCostumes()
699 _actor[1].act[0].room = 0; in setEnemyCostumes()
700 _actor[1].act[2].animTilt = 1; in setEnemyCostumes()
701 _actor[1].field_8 = 98; in setEnemyCostumes()
702 _actor[1].act[2].state = 98; in setEnemyCostumes()
703 _actor[1].act[0].state = 98; in setEnemyCostumes()
704 _actor[1].act[1].state = 98; in setEnemyCostumes()
706 smlayer_putActor(1, 2, _actor[1].x + _actor[1].act[2].tilt - 17, in setEnemyCostumes()
707 _actor[1].y + _actor[1].y1 - 98, _smlayer_room2); in setEnemyCostumes()
710 _actor[1].act[2].room = 1; in setEnemyCostumes()
711 _actor[1].act[1].room = 0; in setEnemyCostumes()
712 _actor[1].act[0].room = 0; in setEnemyCostumes()
713 _actor[1].field_8 = 1; in setEnemyCostumes()
714 _actor[1].act[2].state = 1; in setEnemyCostumes()
715 _actor[1].act[0].state = 1; in setEnemyCostumes()
716 _actor[1].act[1].state = 1; in setEnemyCostumes()
717 smlayer_putActor(1, 2, _actor[1].x + _actor[1].act[2].tilt - 17, in setEnemyCostumes()
718 _actor[1].y + _actor[1].y1 - 98, _smlayer_room2); in setEnemyCostumes()
720 _actor[1].act[2].room = 1; in setEnemyCostumes()
721 _actor[1].act[1].room = 1; in setEnemyCostumes()
722 _actor[1].act[0].room = 1; in setEnemyCostumes()
733 _actor[1].field_8 = 1; in setEnemyCostumes()
734 _actor[1].act[2].state = 1; in setEnemyCostumes()
735 _actor[1].act[0].state = 1; in setEnemyCostumes()
736 _actor[1].act[1].state = 1; in setEnemyCostumes()
738 if (_actor[1].act[2].room != 0) in setEnemyCostumes()
739 smlayer_putActor(1, 2, _actor[1].x + _actor[1].act[2].tilt - 17, in setEnemyCostumes()
740 _actor[1].y + _actor[1].y1 - 98, in setEnemyCostumes()
744 if (_actor[1].act[1].room != 0) in setEnemyCostumes()
745 smlayer_putActor(1, 1, _actor[1].x, _actor[1].y + _actor[1].y1, in setEnemyCostumes()
748 if (_actor[1].act[0].room != 0) in setEnemyCostumes()
749 smlayer_putActor(1, 0, _actor[1].x, _actor[1].y + _actor[1].y1, in setEnemyCostumes()
756 _actor[1].damage = 0; in setEnemyCostumes()
757 _actor[1].x = 250; in setEnemyCostumes()
758 _actor[1].y = 300; in setEnemyCostumes()
759 _actor[1].cursorX = 0; in setEnemyCostumes()
760 _actor[1].tilt = 0; in setEnemyCostumes()
761 _actor[1].weapon = -1; in setEnemyCostumes()
762 _actor[1].weaponClass = 2; in setEnemyCostumes()
764 _actor[1].maxdamage = _enemy[_currEnemy].maxdamage; in setEnemyCostumes()
765 _actor[1].enemyHandler = _enemy[_currEnemy].handler; in setEnemyCostumes()
766 _actor[1].animWeaponClass = 0; in setEnemyCostumes()
768 _actor[1].inventory[i] = 0; in setEnemyCostumes()
769 _actor[0].damage = 0; in setEnemyCostumes()
770 _actor[0].x = 100; in setEnemyCostumes()
771 _actor[0].y = 200; in setEnemyCostumes()
772 _actor[0].weapon = INV_HAND; in setEnemyCostumes()
773 _actor[0].weaponClass = 2; in setEnemyCostumes()
774 _actor[0].animWeaponClass = 0; in setEnemyCostumes()
775 _actor[0].newFacingFlag = 2; in setEnemyCostumes()
776 _actor[0].curFacingFlag = 0; in setEnemyCostumes()
777 _actor[0].tilt = 0; in setEnemyCostumes()
778 _actor[0].field_8 = 1; in setEnemyCostumes()
779 _actor[0].act[2].state = 1; in setEnemyCostumes()
780 _actor[0].act[2].animTilt = 1; in setEnemyCostumes()
781 _actor[0].act[0].state = 0; in setEnemyCostumes()
782 _actor[0].act[1].state = 1; in setEnemyCostumes()
783 _actor[0].act[2].room = 1; in setEnemyCostumes()
784 _actor[0].act[1].room = 1; in setEnemyCostumes()
785 _actor[0].act[0].room = 1; in setEnemyCostumes()
786 _actor[0].cursorX = 0; in setEnemyCostumes()
787 _actor[0].defunct = 0; in setEnemyCostumes()
788 _actor[0].scenePropSubIdx = 0; in setEnemyCostumes()
789 _actor[0].field_54 = 0; in setEnemyCostumes()
790 _actor[0].runningSound = 0; in setEnemyCostumes()
791 _actor[0].lost = false; in setEnemyCostumes()
792 _actor[0].kicking = false; in setEnemyCostumes()
793 _actor[0].field_44 = false; in setEnemyCostumes()
794 _actor[1].inventory[_enemy[_currEnemy].weapon] = 1; in setEnemyCostumes()
795 _actor[0].field_48 = false; in setEnemyCostumes()
796 _actor[1].defunct = 0; in setEnemyCostumes()
797 _actor[1].scenePropSubIdx = 0; in setEnemyCostumes()
798 _actor[1].field_54 = 0; in setEnemyCostumes()
799 _actor[1].runningSound = 0; in setEnemyCostumes()
800 _actor[1].lost = false; in setEnemyCostumes()
801 _actor[1].kicking = false; in setEnemyCostumes()
802 _actor[1].field_44 = false; in setEnemyCostumes()
803 _actor[1].field_48 = false; in setEnemyCostumes()
805 enemyInitializer(_enemy[_currEnemy].initializer, _actor[1].damage, in setEnemyCostumes()
806 _actor[0].damage, _actor[1].probability); in setEnemyCostumes()
845 smlayer_soundSetPan(88, ((_actor[0].x+160)>>2)+64); in procPostRendering()
882 smlayer_soundSetPan(89, ((_actor[0].x+160)>>2)+64); in procPostRendering()
883 smlayer_soundSetPan(tmpSnd, ((_actor[1].x+160)>>2)+64); in procPostRendering()
903 smlayer_soundSetPan(89, ((_actor[0].x+160)>>2)+64); in procPostRendering()
904 smlayer_soundSetPan(tmpSnd, ((_actor[1].x+160)>>2)+64); in procPostRendering()
911 smlayer_soundSetPan(88, ((_actor[0].x+160)>>2)+64); in procPostRendering()
917 smlayer_soundSetPan(88, ((_actor[0].x+160)>>2)+64); in procPostRendering()
950 smlayer_soundSetPan(89, ((_actor[0].x+160)>>2)+64); in procPostRendering()
951 smlayer_soundSetPan(tmpSnd, ((_actor[1].x+160)>>2)+64); in procPostRendering()
973 _actor[0].frame++; in procPostRendering()
974 _actor[0].act[3].frame++; in procPostRendering()
975 _actor[0].act[2].frame++; in procPostRendering()
976 _actor[0].act[1].frame++; in procPostRendering()
977 _actor[0].act[0].frame++; in procPostRendering()
978 _actor[1].act[3].frame++; in procPostRendering()
979 _actor[1].frame++; in procPostRendering()
980 _actor[1].act[2].frame++; in procPostRendering()
981 _actor[1].act[1].frame++; in procPostRendering()
982 _actor[1].act[0].frame++; in procPostRendering()
1149 if (_actor[0].x >= 158 && _actor[0].x <= 168) { in postCase3()
1193 if (_actor[0].x >= 158 && _actor[0].x <= 168) { in postCase5()
1245 _actor[0].damage = 0; in postCase8()
1271 _actor[0].damage = 0; in postCase9()
1282 _actor[0].damage = 0; in postCase10()
1294 if (_actor[0].inventory[_enemy[_currEnemy].weapon]) { in postCase10()
1302 _actor[0].inventory[INV_CHAIN] = 1; in postCase10()
1306 _actor[0].inventory[INV_CHAINSAW] = 1; in postCase10()
1310 _actor[0].inventory[INV_MACE] = 1; in postCase10()
1314 _actor[0].inventory[INV_2X4] = 1; in postCase10()
1331 if (_actor[1].y <= 200) { in postCase12()
1333 _actor[1].y = 200; in postCase12()
1394 if (_actor[1].y == 300) in postCase12()
1400 _actor[1].y -= (_actor[1].y - 200) / 20 + 1; in postCase12()
1465 if (_actor[tsceneProp->actor].field_54) { in postCaseAll()
1467 if (!_actor[tsceneProp->actor].runningSound || ConfMan.getBool("subtitles")) { in postCaseAll()
1468 if (_actor[tsceneProp->actor].act[3].state == 72 && in postCaseAll()
1488 _actor[tsceneProp->actor].field_54 = 1; in postCaseAll()
1489 _actor[tsceneProp->actor].act[3].state = 117; in postCaseAll()
1490 _actor[tsceneProp->actor].scenePropSubIdx = _currScenePropSubIdx; in postCaseAll()
1496 _actor[0].defunct = 0; in postCaseAll()
1497 _actor[1].defunct = 0; in postCaseAll()
1509 if (_actor[0].weapon <= 7) { in postCaseMore()
1511 _actor[0].weapon + 11, 0, 0); in postCaseMore()