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Searched refs:ActorAnimProcess (Results 1 – 10 of 10) sorted by relevance

/dports/games/scummvm/scummvm-2.5.1/engines/ultima/ultima8/world/actors/
H A Dtargeted_anim_process.cpp32 TargetedAnimProcess::TargetedAnimProcess() : ActorAnimProcess(), in DEFINE_RUNTIME_CLASSTYPE_CODE()
37 ActorAnimProcess(actor, action, dir), in TargetedAnimProcess()
42 if (!ActorAnimProcess::init()) in init()
51 ActorAnimProcess::saveData(ws); in saveData()
60 if (!ActorAnimProcess::loadData(rs, version)) return false; in loadData()
H A Dactor_anim_process.cpp54 DEFINE_RUNTIME_CLASSTYPE_CODE(ActorAnimProcess) in DEFINE_RUNTIME_CLASSTYPE_CODE() argument
56 ActorAnimProcess::ActorAnimProcess() : Process(), _tracker(nullptr), in DEFINE_RUNTIME_CLASSTYPE_CODE()
62 ActorAnimProcess::ActorAnimProcess(Actor *actor, Animation::Sequence action, in ActorAnimProcess() function in Ultima::Ultima8::ActorAnimProcess
80 bool ActorAnimProcess::init() { in init()
153 void ActorAnimProcess::run() { in run()
401 void ActorAnimProcess::doSpecial() { in doSpecial()
537 void ActorAnimProcess::doFireWeaponCru(Actor *a, const AnimFrame *f) { in doFireWeaponCru()
565 void ActorAnimProcess::doHitSpecial(Item *hit) { in doHitSpecial()
669 void ActorAnimProcess::terminate() { in terminate()
704 void ActorAnimProcess::dumpInfo() const { in dumpInfo()
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H A Dactor_anim_process.h39 class ActorAnimProcess : public Process {
41 ActorAnimProcess();
42 ActorAnimProcess(Actor *actor, Animation::Sequence action, Direction dir,
H A Dtargeted_anim_process.h33 class TargetedAnimProcess : public ActorAnimProcess {
H A Dactor.h33 class ActorAnimProcess; variable
39 friend class ActorAnimProcess; variable
H A Dactor.cpp561 Process *p = new ActorAnimProcess(this, anim, dir, steps); in doAnim()
576 …uint32 count = Kernel::get_instance()->getNumProcesses(_objId, ActorAnimProcess::ACTOR_ANIM_PROC_T… in isBusy()
792 ActorAnimProcess::ACTOR_ANIM_PROC_TYPE, in setActivityCru()
944ActorAnimProcess *proc = dynamic_cast<ActorAnimProcess *>(Kernel::get_instance()->findProcess(_obj… in receiveHitCru()
1627 kernel->killProcessesNotOfType(_objId, ActorAnimProcess::ACTOR_ANIM_PROC_TYPE, true); in killAllButFallAnims()
1637 ActorAnimProcess *p = dynamic_cast<ActorAnimProcess *>(*iter); in killAllButFallAnims()
H A Dcru_avatar_mover_process.cpp100 kernel->killProcesses(avatar->getObjId(), ActorAnimProcess::ACTOR_ANIM_PROC_TYPE, true); in run()
H A Dmain_actor.cpp733 Kernel::get_instance()->killProcesses(_objId, ActorAnimProcess::ACTOR_ANIM_PROC_TYPE, true); in nextWeapon()
/dports/games/scummvm/scummvm-2.5.1/engines/ultima/ultima8/world/
H A Dgravity_process.cpp330 kernel->killProcesses(_itemNum, ActorAnimProcess::ACTOR_ANIM_PROC_TYPE, false); // CONSTANT! in actorFallStoppedU8()
359 kernel->killProcesses(_itemNum, ActorAnimProcess::ACTOR_ANIM_PROC_TYPE, false); // CONSTANT! in actorFallStoppedCru()
370 Process *currentanim = kernel->findProcess(_itemNum, ActorAnimProcess::ACTOR_ANIM_PROC_TYPE); in actorFallStoppedCru()
/dports/games/scummvm/scummvm-2.5.1/engines/ultima/ultima8/
H A Dultima8.cpp230 ProcessLoader<ActorAnimProcess>::load); in startup()