Searched refs:facingDirection (Results 1 – 14 of 14) sorted by relevance
53 byte facingDirection; member
270 actor->_facingDirection = ITE_ActorTable[i].facingDirection; in Actor()
86 int facingDirection; variable379 this->facingDirection = direction; in setFacingDirection()384 return this->facingDirection; in getFacingDirection()
168 this->facingDirection = Constants::MOVE_UP; // good init ? in commonInit()
759 key->facingDirection = 0; in initKeyChars()1067 keyCharDirection = key->facingDirection; in moveKeyChar()1069 int16 facingDirection = keyCharDirection; in moveKeyChar() local1115 if (facingDirection == 3) { in moveKeyChar()1156 if (facingDirection == 3) { in moveKeyChar()1220 if (facingDirection == 3) { in moveKeyChar()1252 if (facingDirection != 3) { in moveKeyChar()2876 int16 curDirection = key->facingDirection; in updateKeyCharWalkPath()2913 key->facingDirection = newDirection; in updateKeyCharWalkPath()2988 key->facingDirection = newDirection; in updateKeyCharWalkPath()[all …]
678 _keyCharsTable[keyChar2].facingDirection = 3; in op_faceKeyChar()680 _keyCharsTable[keyChar2].facingDirection = 0; in op_faceKeyChar()
103 saveOrLoad(s, key.facingDirection); in saveOrLoad()
110 int16 facingDirection; member
748 key->facingDirection = 0; in initKeyChars()1058 keyCharDirection = key->facingDirection; in moveKeyChar()1060 int16 facingDirection = keyCharDirection; in moveKeyChar() local1106 if (facingDirection == 3) { in moveKeyChar()1147 if (facingDirection == 3) { in moveKeyChar()1211 if (facingDirection == 3) { in moveKeyChar()1243 if (facingDirection != 3) { in moveKeyChar()2875 int16 curDirection = key->facingDirection; in updateKeyCharWalkPath()2912 key->facingDirection = newDirection; in updateKeyCharWalkPath()2987 key->facingDirection = newDirection; in updateKeyCharWalkPath()[all …]
680 _keyCharsTable[keyChar2].facingDirection = 3; in op_faceKeyChar()682 _keyCharsTable[keyChar2].facingDirection = 0; in op_faceKeyChar()