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Searched refs:AnimAction (Results 1 – 15 of 15) sorted by relevance

/dports/games/scummvm/scummvm-2.5.1/engines/ultima/ultima8/world/actors/
H A Danim_action.cpp30 void AnimAction::getAnimRange(unsigned int lastanim, Direction lastdir, in getAnimRange()
64 void AnimAction::getAnimRange(const Actor *actor, Direction dir, in getAnimRange()
72 const AnimFrame &AnimAction::getFrame(Direction dir, unsigned int frameno) const { in getFrame()
89 AnimAction::AnimActionFlags AnimAction::loadAnimActionFlags(uint32 rawflags) { in loadAnimActionFlags()
H A Danimation_tracker.h33 class AnimAction; variable
86 const AnimAction *getAnimAction() const { in getAnimAction()
127 const AnimAction *_animAction;
H A Dactor_anim.h41 const AnimAction *getAction(unsigned int n) const { in getAction()
48 Std::vector<AnimAction *> _actions; // list of this actor's actions
H A Danimation_tracker.cpp123 if (_animAction->hasFlags(AnimAction::AAF_LOOPING)) { in getNextFrame()
183 if (_animAction->hasFlags(AnimAction::AAF_TWOSTEP)) in step()
211 if (_animAction->hasFlags(AnimAction::AAF_ROTATED)) { in step()
395 if (_animAction->hasFlags(AnimAction::AAF_ATTACK) && in step()
543 bool hanging = _animAction->hasFlags(AnimAction::AAF_HANGING); in updateActorFlags()
H A Dactor_anim_process.h34 class AnimAction; variable
H A Danim_action.h95 class AnimAction {
H A Dactor_anim_process.cpp244 !_tracker->getAnimAction()->hasFlags(AnimAction::AAF_UNSTOPPABLE)) { in run()
374 _animAborted = !_tracker->getAnimAction()->hasFlags(AnimAction::AAF_UNSTOPPABLE); in run()
682 if (_tracker->getAnimAction()->hasFlags(AnimAction::AAF_DESTROYACTOR)) { in terminate()
H A Dactor.cpp556 …const AnimAction *action = GameData::get_instance()->getMainShapes()->getAnim(getShape(), actionno… in doAnim()
612 const AnimAction *animaction = tracker.getAnimAction(); in tryAnim()
623 !animaction->hasFlags(AnimAction::AAF_UNSTOPPABLE)) { in tryAnim()
661 …const AnimAction *action = GameData::get_instance()->getMainShapes()->getAnim(getShape(), actionno… in animDirMode()
2013 …const AnimAction *animaction = GameData::get_instance()->getMainShapes()->getAnim(getShape(), acti… in addFireAnimOffsets()
H A Drolling_thunder_process.cpp225 …const AnimAction *animaction = GameData::get_instance()->getMainShapes()->getAnim(shapeno, actionn… in fireDistance()
/dports/games/scummvm/scummvm-2.5.1/engines/ultima/ultima8/graphics/
H A Danim_dat.h32 class AnimAction; variable
44 const AnimAction *getAnim(uint32 shape, uint32 action) const;
H A Dmain_shape_archive.h35 class AnimAction; variable
57 const AnimAction *getAnim(uint32 shape, uint32 action) const;
H A Danim_dat.cpp50 const AnimAction *AnimDat::getAnim(uint32 shape, uint32 action) const { in getAnim()
185 a->_actions[action] = new AnimAction(); in load()
216 a->_actions[action]->_flags = AnimAction::loadAnimActionFlags(rawflags); in load()
219 if (a->_actions[action]->hasFlags(AnimAction::AAF_16DIRS)) { in load()
H A Dmain_shape_archive.cpp78 const AnimAction *MainShapeArchive::getAnim(uint32 shape, uint32 action) const { in getAnim()
H A Dwpn_ovlay_dat.cpp67 const AnimAction *anim = msf->getAnim(1, action); in load()
/dports/games/scummvm/scummvm-2.5.1/engines/ultima/ultima8/world/
H A Ditem.cpp1376 …const AnimAction *action = GameData::get_instance()->getMainShapes()->getAnim(_shape, static_cast<… in fireDistance()