Home
last modified time | relevance | path

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

/dports/games/libretro-scummvm/scummvm-7b1e929/engines/sword2/
H A Dlogic.h193 int32 fnAnim(int32 *params);
H A Dinterpreter.cpp64 OPCODE(fnAnim), in setupOpcodes()
H A Dfunction.cpp122 int32 Logic::fnAnim(int32 *params) { in fnAnim() function in Sword2::Logic
1247 if (fnAnim(pars) != IR_REPEAT) { in fnSpeechProcess()
/dports/games/scummvm/scummvm-2.5.1/engines/sword2/
H A Dlogic.h193 int32 fnAnim(int32 *params);
H A Dinterpreter.cpp64 OPCODE(fnAnim), in setupOpcodes()
H A Dfunction.cpp122 int32 Logic::fnAnim(int32 *params) { in fnAnim() function in Sword2::Logic
1247 if (fnAnim(pars) != IR_REPEAT) { in fnSpeechProcess()
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/sword1/
H A Dlogic.h109 int fnAnim(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x);
H A Dlogic.cpp700 &Logic::fnAnim, in setupMcodeTable()
830 int Logic::fnAnim(Object *cpt, int32 id, int32 cdt, int32 spr, int32 e, int32 f, int32 z, int32 x) { in fnAnim() function in Sword1::Logic
/dports/games/scummvm/scummvm-2.5.1/engines/sword1/
H A Dlogic.h109 int fnAnim(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x);
H A Dlogic.cpp702 &Logic::fnAnim, in setupMcodeTable()
832 int Logic::fnAnim(Object *cpt, int32 id, int32 cdt, int32 spr, int32 e, int32 f, int32 z, int32 x) { in fnAnim() function in Sword1::Logic