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Searched refs:existsOnXZ (Results 1 – 10 of 10) sorted by relevance

/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/
H A Dactor_walk.cpp143 …if (_vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, _destination.x, _destinatio… in tick()
323 return _vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, x, z, false, false); in isXYZOccupied()
356 …if (!_vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, x, z, true, true) && _vm->… in findEmptyPositionAround()
363 …if (!_vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, x, z, true, true) && _vm->… in findEmptyPositionAround()
453 if (_vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, to.x, to.z, false, false)) { in nextOnPath()
H A Dscene_objects.h81 …bool existsOnXZ(int exceptSceneObjectId, float x, float z, bool movingActorIsObstacle, bool standi…
H A Dscene_objects.cpp131 bool SceneObjects::existsOnXZ(int exceptSceneObjectId, float x, float z, bool movingActorIsObstacle… in existsOnXZ() function in BladeRunner::SceneObjects
H A Dactor_combat.cpp689 …if (!_vm->_sceneObjects->existsOnXZ(_actorId + kSceneObjectOffsetActors, test.x, test.z, true, tru… in findClosestPositionToEnemy()
H A Dactor.cpp733 …if (_vm->_sceneObjects->existsOnXZ(_id + kSceneObjectOffsetActors, _position.x, _position.z, false… in tick()
/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/
H A Dactor_walk.cpp143 …if (_vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, _destination.x, _destinatio… in tick()
323 return _vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, x, z, false, false); in isXYZOccupied()
356 …if (!_vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, x, z, true, true) && _vm->… in findEmptyPositionAround()
363 …if (!_vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, x, z, true, true) && _vm->… in findEmptyPositionAround()
453 if (_vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, to.x, to.z, false, false)) { in nextOnPath()
H A Dscene_objects.h81 …bool existsOnXZ(int exceptSceneObjectId, float x, float z, bool movingActorIsObstacle, bool standi…
H A Dscene_objects.cpp131 bool SceneObjects::existsOnXZ(int exceptSceneObjectId, float x, float z, bool movingActorIsObstacle… in existsOnXZ() function in BladeRunner::SceneObjects
H A Dactor_combat.cpp691 …if (!_vm->_sceneObjects->existsOnXZ(_actorId + kSceneObjectOffsetActors, test.x, test.z, true, tru… in findClosestPositionToEnemy()
H A Dactor.cpp826 …if (_vm->_sceneObjects->existsOnXZ(_id + kSceneObjectOffsetActors, _position.x, _position.z, false… in tick()