Searched refs:NO_CHAPTER_CHANGE (Results 1 – 6 of 6) sorted by relevance
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/saga/ |
H A D | introproc_ite.cpp | 73 …NE, kLoadByResourceId, Scene::SC_ITEIntroAnimProc, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE}, 74 …E_1, kLoadByResourceId, Scene::SC_ITEIntroCave1Proc, false, kTransitionFade, 0, NO_CHAPTER_CHANGE}, 75 …2, kLoadByResourceId, Scene::SC_ITEIntroCave2Proc, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE}, 76 …3, kLoadByResourceId, Scene::SC_ITEIntroCave3Proc, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE}, 77 …4, kLoadByResourceId, Scene::SC_ITEIntroCave4Proc, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE}, 78 …NE, kLoadByResourceId, Scene::SC_ITEIntroValleyProc, false, kTransitionFade, 0, NO_CHAPTER_CHANGE}, 79 …LoadByResourceId, Scene::SC_ITEIntroTreeHouseProc, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE}, 80 …LoadByResourceId, Scene::SC_ITEIntroFairePathProc, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE}, 81 …kLoadByResourceId, Scene::SC_ITEIntroFaireTentProc, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE} 86 …, kLoadByResourceId, Scene::SC_ITEIntroCaveDemoProc, false, kTransitionFade, 0, NO_CHAPTER_CHANGE}, [all …]
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H A D | scene.h | 39 #define NO_CHAPTER_CHANGE -2 macro 277 …neNumber, int actorsEntrance, SceneTransitionType transitionType, int chapter = NO_CHAPTER_CHANGE);
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H A D | scene.cpp | 599 if ((_vm->getGameId() == GID_IHNM) && (loadSceneParams.chapter != NO_CHAPTER_CHANGE)) { in loadScene()
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/dports/games/scummvm/scummvm-2.5.1/engines/saga/ |
H A D | introproc_ite.cpp | 74 …NE, kLoadByResourceId, Scene::SC_ITEIntroAnimProc, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE}, 75 …E_1, kLoadByResourceId, Scene::SC_ITEIntroCave1Proc, false, kTransitionFade, 0, NO_CHAPTER_CHANGE}, 76 …2, kLoadByResourceId, Scene::SC_ITEIntroCave2Proc, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE}, 77 …3, kLoadByResourceId, Scene::SC_ITEIntroCave3Proc, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE}, 78 …4, kLoadByResourceId, Scene::SC_ITEIntroCave4Proc, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE}, 79 …NE, kLoadByResourceId, Scene::SC_ITEIntroValleyProc, false, kTransitionFade, 0, NO_CHAPTER_CHANGE}, 80 …LoadByResourceId, Scene::SC_ITEIntroTreeHouseProc, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE}, 81 …LoadByResourceId, Scene::SC_ITEIntroFairePathProc, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE}, 82 …kLoadByResourceId, Scene::SC_ITEIntroFaireTentProc, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE} 87 …, kLoadByResourceId, Scene::SC_ITEIntroCaveDemoProc, false, kTransitionFade, 0, NO_CHAPTER_CHANGE}, [all …]
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H A D | scene.h | 42 #define NO_CHAPTER_CHANGE -2 macro 265 …neNumber, int actorsEntrance, SceneTransitionType transitionType, int chapter = NO_CHAPTER_CHANGE);
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H A D | scene.cpp | 579 if ((_vm->getGameId() == GID_IHNM) && (loadSceneParams.chapter != NO_CHAPTER_CHANGE)) { in loadScene()
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