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Searched refs:findWalkbox (Results 1 – 12 of 12) sorted by relevance

/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/
H A Dactor_walk.cpp317 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 Dset.h86 int findWalkbox(float x, float z) const;
H A Dobstacles.cpp591 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 Dactor.cpp412 _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 Dactor_combat.cpp689 …eObjectOffsetActors, test.x, test.z, true, true) && _vm->_scene->_set->findWalkbox(test.x, test.z)… in findClosestPositionToEnemy()
H A Dset.cpp204 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 Dactor_walk.cpp317 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 Dset.h86 int findWalkbox(float x, float z) const;
H A Dobstacles.cpp592 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 Dactor.cpp498 _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 Dactor_combat.cpp691 …eObjectOffsetActors, test.x, test.z, true, true) && _vm->_scene->_set->findWalkbox(test.x, test.z)… in findClosestPositionToEnemy()
H A Dset.cpp204 int Set::findWalkbox(float x, float z) const { in findWalkbox() function in BladeRunner::Set