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 D | targeted_anim_process.cpp | 32 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()
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H A D | actor_anim_process.cpp | 54 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() [all …]
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H A D | actor_anim_process.h | 39 class ActorAnimProcess : public Process { 41 ActorAnimProcess(); 42 ActorAnimProcess(Actor *actor, Animation::Sequence action, Direction dir,
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H A D | targeted_anim_process.h | 33 class TargetedAnimProcess : public ActorAnimProcess {
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H A D | actor.h | 33 class ActorAnimProcess; variable 39 friend class ActorAnimProcess; variable
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H A D | actor.cpp | 561 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() 944 …ActorAnimProcess *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()
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H A D | cru_avatar_mover_process.cpp | 100 kernel->killProcesses(avatar->getObjId(), ActorAnimProcess::ACTOR_ANIM_PROC_TYPE, true); in run()
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H A D | main_actor.cpp | 733 Kernel::get_instance()->killProcesses(_objId, ActorAnimProcess::ACTOR_ANIM_PROC_TYPE, true); in nextWeapon()
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/dports/games/scummvm/scummvm-2.5.1/engines/ultima/ultima8/world/ |
H A D | gravity_process.cpp | 330 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()
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/dports/games/scummvm/scummvm-2.5.1/engines/ultima/ultima8/ |
H A D | ultima8.cpp | 230 ProcessLoader<ActorAnimProcess>::load); in startup()
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