/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/ |
H A D | actor_walk.cpp | 317 if (_vm->_scene->_set->findWalkbox(x, z) == -1) { in isXYZOccupied() 356 …torId + kSceneObjectOffsetActors, x, z, true, true) && _vm->_scene->_set->findWalkbox(x, z) >= 0) { in findEmptyPositionAround() 363 …torId + kSceneObjectOffsetActors, x, z, true, true) && _vm->_scene->_set->findWalkbox(x, z) >= 0) { in findEmptyPositionAround() 449 if (_vm->_scene->_set->findWalkbox(to.x, to.z) == -1) { in nextOnPath()
|
H A D | set.h | 86 int findWalkbox(float x, float z) const;
|
H A D | obstacles.cpp | 591 if (_vm->_scene->_set->findWalkbox(startPos.x, startPos.y) == -1) { in buildNegativePath() 602 if (_vm->_scene->_set->findWalkbox(v.x, v.y) == -1) { in buildNegativePath() 616 if (_vm->_scene->_set->findWalkbox(endPos.x, endPos.y) == -1) { in buildNegativePath() 631 if (_vm->_scene->_set->findWalkbox(startPos.x, startPos.y) == -1) { in buildPositivePath() 642 if (_vm->_scene->_set->findWalkbox(v.x, v.y) == -1) { in buildPositivePath() 657 if (_vm->_scene->_set->findWalkbox(endPos.x, endPos.y) == -1) { in buildPositivePath()
|
H A D | actor.cpp | 412 _walkboxId = _vm->_scene->_set->findWalkbox(_position.x, _position.y); in setAtXYZ() 1324 if (_vm->_scene->_set->findWalkbox(rotatedX, rotatedZ) >= 0) { in findEmptyPositionAround() 1350 if (_vm->_scene->_set->findWalkbox(rotatedX, rotatedZ) >= 0) { in findEmptyPositionAround()
|
H A D | actor_combat.cpp | 689 …eObjectOffsetActors, test.x, test.z, true, true) && _vm->_scene->_set->findWalkbox(test.x, test.z)… in findClosestPositionToEnemy()
|
H A D | set.cpp | 204 int Set::findWalkbox(float x, float z) const { in findWalkbox() function in BladeRunner::Set
|
/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/ |
H A D | actor_walk.cpp | 317 if (_vm->_scene->_set->findWalkbox(x, z) == -1) { in isXYZOccupied() 356 …torId + kSceneObjectOffsetActors, x, z, true, true) && _vm->_scene->_set->findWalkbox(x, z) >= 0) { in findEmptyPositionAround() 363 …torId + kSceneObjectOffsetActors, x, z, true, true) && _vm->_scene->_set->findWalkbox(x, z) >= 0) { in findEmptyPositionAround() 449 if (_vm->_scene->_set->findWalkbox(to.x, to.z) == -1) { in nextOnPath()
|
H A D | set.h | 86 int findWalkbox(float x, float z) const;
|
H A D | obstacles.cpp | 592 if (_vm->_scene->_set->findWalkbox(startPos.x, startPos.y) == -1) { in buildNegativePath() 603 if (_vm->_scene->_set->findWalkbox(v.x, v.y) == -1) { in buildNegativePath() 617 if (_vm->_scene->_set->findWalkbox(endPos.x, endPos.y) == -1) { in buildNegativePath() 632 if (_vm->_scene->_set->findWalkbox(startPos.x, startPos.y) == -1) { in buildPositivePath() 643 if (_vm->_scene->_set->findWalkbox(v.x, v.y) == -1) { in buildPositivePath() 658 if (_vm->_scene->_set->findWalkbox(endPos.x, endPos.y) == -1) { in buildPositivePath()
|
H A D | actor.cpp | 498 _walkboxId = _vm->_scene->_set->findWalkbox(_position.x, _position.y); in setAtXYZ() 1622 if (_vm->_scene->_set->findWalkbox(rotatedX, rotatedZ) >= 0) { in findEmptyPositionAround() 1648 if (_vm->_scene->_set->findWalkbox(rotatedX, rotatedZ) >= 0) { in findEmptyPositionAround()
|
H A D | actor_combat.cpp | 691 …eObjectOffsetActors, test.x, test.z, true, true) && _vm->_scene->_set->findWalkbox(test.x, test.z)… in findClosestPositionToEnemy()
|
H A D | set.cpp | 204 int Set::findWalkbox(float x, float z) const { in findWalkbox() function in BladeRunner::Set
|