Searched refs:fnAnim (Results 1 – 10 of 10) sorted by relevance
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/sword2/ |
H A D | logic.h | 193 int32 fnAnim(int32 *params);
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H A D | interpreter.cpp | 64 OPCODE(fnAnim), in setupOpcodes()
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H A D | function.cpp | 122 int32 Logic::fnAnim(int32 *params) { in fnAnim() function in Sword2::Logic 1247 if (fnAnim(pars) != IR_REPEAT) { in fnSpeechProcess()
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/dports/games/scummvm/scummvm-2.5.1/engines/sword2/ |
H A D | logic.h | 193 int32 fnAnim(int32 *params);
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H A D | interpreter.cpp | 64 OPCODE(fnAnim), in setupOpcodes()
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H A D | function.cpp | 122 int32 Logic::fnAnim(int32 *params) { in fnAnim() function in Sword2::Logic 1247 if (fnAnim(pars) != IR_REPEAT) { in fnSpeechProcess()
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/dports/games/libretro-scummvm/scummvm-7b1e929/engines/sword1/ |
H A D | logic.h | 109 int fnAnim(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x);
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H A D | logic.cpp | 700 &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
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/dports/games/scummvm/scummvm-2.5.1/engines/sword1/ |
H A D | logic.h | 109 int fnAnim(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x);
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H A D | logic.cpp | 702 &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
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