Searched refs:anim_sequences (Results 1 – 10 of 10) sorted by relevance
/dports/games/OpenTomb/OpenTomb-win32-2018-02-03_alpha/src/ |
H A D | resource.h | 24 …re(struct polygon_s *polygon, uint32_t tex_index, struct anim_seq_s *anim_sequences, uint32_t anim… 35 void TR_GenMesh(struct base_mesh_s *mesh, size_t mesh_index, struct anim_seq_s *anim_sequences, uin… 36 void TR_GenRoomMesh(struct room_s *room, size_t room_index, struct anim_seq_s *anim_sequences, uint…
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H A D | world.cpp | 151 global_world.anim_sequences = NULL; in World_Prepare() 415 free(global_world.anim_sequences[i].frames); in World_Clear() 416 global_world.anim_sequences[i].frames = NULL; in World_Clear() 418 global_world.anim_sequences[i].frames_count = 0; in World_Clear() 421 free(global_world.anim_sequences); in World_Clear() 422 global_world.anim_sequences = NULL; in World_Clear() 644 *seq = global_world.anim_sequences; in World_GetAnimSeqInfo() 663 global_world.anim_sequences = new_seqs; in World_AddAnimSeq() 670 anim_seq_p old_seq = global_world.anim_sequences; in World_AddAnimSeq() 676 global_world.anim_sequences = new_seqs; in World_AddAnimSeq() [all …]
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H A D | resource.cpp | 1046 …re(struct polygon_s *polygon, uint32_t tex_index, struct anim_seq_s *anim_sequences, uint32_t anim… in Res_SetAnimTexture() argument 1052 for(uint16_t j = 0; j < anim_sequences[i].frames_count; j++) in Res_SetAnimTexture() 1054 if(anim_sequences[i].frame_list[j] == tex_index) in Res_SetAnimTexture() 1130 void TR_GenMesh(struct base_mesh_s *mesh, size_t mesh_index, struct anim_seq_s *anim_sequences, uin… in TR_GenMesh() argument 1185 Res_SetAnimTexture(p, face3->texture & tex_mask, anim_sequences, anim_sequences_count); in TR_GenMesh() 1228 Res_SetAnimTexture(p, face4->texture & tex_mask, anim_sequences, anim_sequences_count); in TR_GenMesh() 1310 anim_seq_p seq = anim_sequences + (p->anim_id - 1); in TR_GenMesh() 1333 void TR_GenRoomMesh(struct room_s *room, size_t room_index, struct anim_seq_s *anim_sequences, uint… in TR_GenRoomMesh() argument 1376 Res_SetAnimTexture(p, masked_texture, anim_sequences, anim_sequences_count); in TR_GenRoomMesh() 1390 Res_SetAnimTexture(p, masked_texture, anim_sequences, anim_sequences_count); in TR_GenRoomMesh() [all …]
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/dports/games/avp/avp-20170505/src/ |
H A D | shpanim.c | 213 sac->current.sequence = &sac->anim_header->anim_sequences[sacd->sequence_no]; in SetShapeAnimationSequence() 278 sac->next.sequence = &sac->anim_header->anim_sequences[sacd->sequence_no]; in SetNextShapeAnimationSequence() 452 sac->current.sequence = &sac->anim_header->anim_sequences[sacd->sequence_no]; in SetOrphanedShapeAnimationSequence()
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/dports/games/avp/avp-20170505/src/win95/ |
H A D | shpanim.h | 77 SHAPEANIMATIONSEQUENCE * anim_sequences; member
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H A D | chnkload.cpp | 724 sas=&shpto->animation_header->anim_sequences[i]; in CopyShapeAnimationHeader() 1687 shapeanimationsequence* sas=&sah->anim_sequences[i]; in DeallocateRifLoadedShapeheader() 1697 DeallocateMem(sah->anim_sequences); in DeallocateRifLoadedShapeheader() 2147 …sah->anim_sequences=(shapeanimationsequence*)PoolAllocateMem(sizeof(shapeanimationsequence)*numseq… in SetupAnimatingShape() 2155 sah->anim_sequences[i].num_frames=0; in SetupAnimatingShape() 2156 sah->anim_sequences[i].anim_frames=0; in SetupAnimatingShape() 2167 shapeanimationsequence* sas =&sah->anim_sequences[cas->SequenceNum]; in SetupAnimatingShape() 2226 sas=&shp->animation_header->anim_sequences[i]; in SetupAnimatingShape()
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/dports/games/OpenTomb/OpenTomb-win32-2018-02-03_alpha/src/render/ |
H A D | render.h | 144 …World(struct room_s *rooms, uint32_t rooms_count, struct anim_seq_s *anim_sequences, uint32_t anim…
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H A D | render.cpp | 127 …World(struct room_s *rooms, uint32_t rooms_count, struct anim_seq_s *anim_sequences, uint32_t anim… in ResetWorld() argument 134 m_anim_sequences = anim_sequences; in ResetWorld()
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/dports/games/avp/avp-20170505/src/avp/ |
H A D | hmodel.c | 1888 sequence_pointer=this_section_data->sac_ptr->anim_header->anim_sequences;
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H A D | weapons.c | 5247 …sacd.sequence = &(PlayersWeapon.ShapeAnimControlBlock)->anim_header->anim_sequences[sacd.sequence_…
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