/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/ |
H A D | actor_walk.cpp | 143 …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()
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H A D | scene_objects.h | 81 …bool existsOnXZ(int exceptSceneObjectId, float x, float z, bool movingActorIsObstacle, bool standi…
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H A D | scene_objects.cpp | 131 bool SceneObjects::existsOnXZ(int exceptSceneObjectId, float x, float z, bool movingActorIsObstacle… in existsOnXZ() function in BladeRunner::SceneObjects
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H A D | actor_combat.cpp | 689 …if (!_vm->_sceneObjects->existsOnXZ(_actorId + kSceneObjectOffsetActors, test.x, test.z, true, tru… in findClosestPositionToEnemy()
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H A D | actor.cpp | 733 …if (_vm->_sceneObjects->existsOnXZ(_id + kSceneObjectOffsetActors, _position.x, _position.z, false… in tick()
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/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/ |
H A D | actor_walk.cpp | 143 …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()
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H A D | scene_objects.h | 81 …bool existsOnXZ(int exceptSceneObjectId, float x, float z, bool movingActorIsObstacle, bool standi…
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H A D | scene_objects.cpp | 131 bool SceneObjects::existsOnXZ(int exceptSceneObjectId, float x, float z, bool movingActorIsObstacle… in existsOnXZ() function in BladeRunner::SceneObjects
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H A D | actor_combat.cpp | 691 …if (!_vm->_sceneObjects->existsOnXZ(_actorId + kSceneObjectOffsetActors, test.x, test.z, true, tru… in findClosestPositionToEnemy()
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H A D | actor.cpp | 826 …if (_vm->_sceneObjects->existsOnXZ(_id + kSceneObjectOffsetActors, _position.x, _position.z, false… in tick()
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