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Searched refs:actors_defs (Results 1 – 13 of 13) sorted by relevance

/dports/games/el/Eternal-Lands-1.9.5.9-1/
H A Dnew_actors.c465 actors_defs[actors_list[i]->actor_type].cape[which_id].skin_name, in actor_wear_item()
887 if(*actors_defs[actor_type].head[head].skin_name) in add_enhanced_actor_from_server()
889 if(*actors_defs[actor_type].head[head].skin_mask) in add_enhanced_actor_from_server()
899 if (actors_defs[actor_type].eyes && *actors_defs[actor_type].eyes[eyes].eyes_name != '\0') in add_enhanced_actor_from_server()
996 this_actor->weapon_glow=actors_defs[actor_type].weapon[weapon].glow; in add_enhanced_actor_from_server()
1087 actors_list[i]->ghost=actors_defs[actor_type].ghost; in add_enhanced_actor_from_server()
1124 if (actors_defs[actor_type].coremodel!=NULL) { in add_enhanced_actor_from_server()
1125 actors_list[i]->calmodel=model_new(actors_defs[actor_type].coremodel); in add_enhanced_actor_from_server()
1301 if (actors_defs[actor_type].coremodel!=NULL) { in add_actor_interface()
1302 a->calmodel=model_new(actors_defs[actor_type].coremodel); in add_actor_interface()
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H A Dactor_scripts.c4825 memset (actors_defs, 0, sizeof (actors_defs)); in init_actor_defs()
4836 if (actors_defs[i].head) in free_actor_defs()
4838 if (actors_defs[i].shield) in free_actor_defs()
4840 if (actors_defs[i].cape) in free_actor_defs()
4844 if (actors_defs[i].neck) in free_actor_defs()
4848 if (actors_defs[i].shirt) in free_actor_defs()
4850 if (actors_defs[i].skin) in free_actor_defs()
4852 if (actors_defs[i].hair) in free_actor_defs()
4854 if (actors_defs[i].boots) in free_actor_defs()
4856 if (actors_defs[i].legs) in free_actor_defs()
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H A Dcal.c159 he=hash_get(actors_defs[pActor->actor_type].emote_frames, (void *)(uintptr_t)anims->ids[i]); in cal_actor_set_emote_anim()
255 anim.anim_index = actors_defs[pActor->actor_type].cal_frames[cal_actor_idle1_frame].anim_index; in cal_actor_set_anim_delay()
290 for (i=0;i<actors_defs[pActor->actor_type].group_count;++i) { in cal_actor_set_anim_delay()
634 if(actors_defs[act->actor_type].actor_scale != 1.0){ in cal_render_actor()
635 …glScalef(actors_defs[act->actor_type].actor_scale, actors_defs[act->actor_type].actor_scale, actor… in cal_render_actor()
679actors_defs[act->actor_type].weapon[act->cur_weapon].mesh_index!=-1) _weaponmesh=CalCoreModel_GetC… in cal_render_actor()
706 reverse_scale= 1.0/actors_defs[act->actor_type].skel_scale; in cal_render_actor()
716 if(actors_defs[act->actor_type].weapon[act->cur_weapon].glow>0){ in cal_render_actor()
717 glow=actors_defs[act->actor_type].weapon[act->cur_weapon].glow; in cal_render_actor()
721 if(actors_defs[act->actor_type].shield[act->cur_shield].glow>0){ in cal_render_actor()
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H A Dnew_character.c201 actors_defs[our_actor.race].head[our_actor.head].mesh_index); in change_actor()
205 actors_defs[our_actor.race].legs[our_actor.pants].mesh_index); in change_actor()
211 actors_defs[our_actor.race].head[our_actor.head].mesh_index; in change_actor()
213 actors_defs[our_actor.race].shirt[our_actor.shirt].mesh_index; in change_actor()
215 actors_defs[our_actor.race].legs[our_actor.pants].mesh_index; in change_actor()
217 actors_defs[our_actor.race].boots[our_actor.boots].mesh_index; in change_actor()
1299 actors_defs[our_actor.race].head[our_actor.head].mesh_index; in update_head()
1306 actors_defs[our_actor.race].skin[our_actor.skin].hands_name, in update_skin()
1309 actors_defs[our_actor.race].skin[our_actor.skin].head_name, in update_skin()
1320 actors_defs[our_actor.race].hair[our_actor.hair].hair_name, in update_hair()
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H A Dactors.c42 actor_types actors_defs[MAX_ACTOR_DEFS]; variable
123 if (actors_defs[actor_type].ghost) in add_actor()
276 int id = add_actor(attachment_type, actors_defs[attachment_type].skin_name, in add_actor_attachment()
298 actors_list[id]->ghost=actors_defs[attachment_type].ghost; in add_actor_attachment()
304 actors_list[id]->step_duration = actors_defs[attachment_type].step_duration; in add_actor_attachment()
315 if (actors_defs[attachment_type].coremodel!=NULL) { in add_actor_attachment()
317 actors_list[id]->calmodel = model_new(actors_defs[attachment_type].coremodel); in add_actor_attachment()
1637 actors_list[i]->step_duration = actors_defs[actor_type].step_duration; in add_actor_from_server()
1664 actors_list[i]->ghost=actors_defs[actor_type].ghost; in add_actor_from_server()
1678 if (actors_defs[actor_type].coremodel!=NULL) { in add_actor_from_server()
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H A Dbuffs.c35 act->step_duration = actors_defs[act->actor_type].step_duration / 2; in update_actor_buffs()
37 act->step_duration = actors_defs[act->actor_type].step_duration; in update_actor_buffs()
H A Dactors.h399 #define ACTOR_WEAPON(a) (&(actors_defs[ACTOR(a)->actor_type].weapon[ACTOR(a)->cur_weapon]))
680 extern actor_types actors_defs[MAX_ACTOR_DEFS]; /*!< The actor definitions*/
861 scale *= actors_defs[a->actor_type].actor_scale; in get_actor_scale()
H A Dactor_init.cpp433 a = &actors_defs[act->actor_type]; in cal_render_actor_shader()
807 a = &actors_defs[act->actor_type]; in set_transformation_buffers()
875 a = &actors_defs[act->actor_type]; in model_attach_mesh()
911 a = &actors_defs[act->actor_type]; in model_detach_mesh()
H A Dconsole.c593 …if(anim_wg<0) CalMixer_ClearCycle(mixer,actors_defs[act->actor_type].cal_frames[anim_id].anim_inde… in set_idle()
594 …else CalMixer_BlendCycle(mixer,actors_defs[act->actor_type].cal_frames[anim_id].anim_index,anim_wg… in set_idle()
642 …if(anim_wg<0) CalMixer_RemoveAction(mixer,actors_defs[act->actor_type].cal_frames[anim_id].anim_in… in set_action()
643 …else CalMixer_ExecuteActionExt(mixer,actors_defs[act->actor_type].cal_frames[anim_id].anim_index,0… in set_action()
H A Dinit.c927 memset(actors_defs, 0, sizeof(actors_defs)); in init_stuff()
H A Dskeletons.c226 skel_type = actors_defs[act->actor_type].skeleton_type; in get_actor_bone_id()
H A Dmissiles.c453 mis_type_id = actors_defs[a->actor_type].shield[a->cur_shield].missile_type; in missiles_fire_arrow()
498 skeleton_types *skt = &skeletons_defs[actors_defs[a->actor_type].skeleton_type]; in missiles_rotate_actor_bones()
H A Dsound.c2351 snd = actors_defs[act->actor_type].cal_frames[cal_actor_die1_frame].sound; in add_death_sound()
2364 return add_sound_object_gain(actors_defs[act->actor_type].battlecry.sound, in add_battlecry_sound()
2368 actors_defs[act->actor_type].battlecry.scale in add_battlecry_sound()
3303 …snd = get_tile_sound(get_tile_type((int)(x * 2), (int)(y * 2)), actors_defs[pActor->actor_type].ac…