Searched refs:actors_defs (Results 1 – 13 of 13) sorted by relevance
/dports/games/el/Eternal-Lands-1.9.5.9-1/ |
H A D | new_actors.c | 465 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() [all …]
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H A D | actor_scripts.c | 4825 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() [all …]
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H A D | cal.c | 159 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() 679 …actors_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() [all …]
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H A D | new_character.c | 201 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() [all …]
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H A D | actors.c | 42 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() [all …]
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H A D | buffs.c | 35 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()
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H A D | actors.h | 399 #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()
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H A D | actor_init.cpp | 433 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()
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H A D | console.c | 593 …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()
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H A D | init.c | 927 memset(actors_defs, 0, sizeof(actors_defs)); in init_stuff()
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H A D | skeletons.c | 226 skel_type = actors_defs[act->actor_type].skeleton_type; in get_actor_bone_id()
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H A D | missiles.c | 453 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()
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H A D | sound.c | 2351 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…
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