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Searched refs:_gameGrid (Results 1 – 4 of 4) sorted by relevance

/dports/games/libretro-scummvm/scummvm-7b1e929/engines/sky/
H A Dscreen.h82 void forceRefresh() { memset(_gameGrid, 0x80, GRID_X * GRID_Y); } in forceRefresh()
108 uint8 *_gameGrid; variable
H A Dscreen.cpp68 _gameGrid = (uint8 *)malloc(GRID_X * GRID_Y * 2); in Screen()
94 free(_gameGrid); in ~Screen()
184 uint8 *gridPos = _gameGrid; in recreate()
218 if (_gameGrid[cnty * GRID_X + cntx] & 1) { in flip()
219 _gameGrid[cnty * GRID_X + cntx] &= ~1; in flip()
737 uint8 *trgGrid = _gameGrid + _sprY * GRID_X +_sprX; in vectorToGame()
/dports/games/scummvm/scummvm-2.5.1/engines/sky/
H A Dscreen.h82 void forceRefresh() { memset(_gameGrid, 0x80, GRID_X * GRID_Y); } in forceRefresh()
108 uint8 *_gameGrid; variable
H A Dscreen.cpp68 _gameGrid = (uint8 *)malloc(GRID_X * GRID_Y * 2); in Screen()
94 free(_gameGrid); in ~Screen()
184 uint8 *gridPos = _gameGrid; in recreate()
218 if (_gameGrid[cnty * GRID_X + cntx] & 1) { in flip()
219 _gameGrid[cnty * GRID_X + cntx] &= ~1; in flip()
737 uint8 *trgGrid = _gameGrid + _sprY * GRID_X +_sprX; in vectorToGame()