/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/ |
H A D | actor.h | 157 …tor3 &start, float targetWidth, float targetSize, bool mustReach, bool *isRunningFlag, bool async); 159 …otherActorId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); 160 …m(int itemId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); 161 …&objectName, int proximity, bool interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); 162 …t waypointId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); 163 …destination, int proximity, bool interruptible, bool runFlag, bool mustReach, bool *isRunningFlag);
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H A D | actor.cpp | 433 *isRunningFlag = false; in loopWalk() 491 *isRunningFlag = true; in loopWalk() 535 …therActorId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag) { in loopWalkToActor() argument 536 …tion, proximity, interruptible, runFlag, _position, 24.0f, 24.0f, mustReach, isRunningFlag, false); in loopWalkToActor() 539 …(int itemId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag) { in loopWalkToItem() argument 546 …tion, proximity, interruptible, runFlag, _position, width, 24.0f, mustReach, isRunningFlag, false); in loopWalkToItem() 591 …ation, proximity, interruptible, runFlag, _position, 0.0f, 24.0f, mustReach, isRunningFlag, false); in loopWalkToSceneObject() 594 … waypointId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag) { in loopWalkToWaypoint() argument 597 …ition, proximity, interruptible, runFlag, _position, 0.0f, 24.0f, mustReach, isRunningFlag, false); in loopWalkToWaypoint() 600 …estination, int proximity, bool interruptible, bool runFlag, bool mustReach, bool *isRunningFlag) { in loopWalkToXYZ() argument [all …]
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/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/ |
H A D | actor.h | 158 …tor3 &start, float targetWidth, float targetSize, bool mustReach, bool *isRunningFlag, bool async); 160 …otherActorId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); 161 …m(int itemId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); 162 …&objectName, int proximity, bool interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); 163 …t waypointId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); 164 …destination, int proximity, bool interruptible, bool runFlag, bool mustReach, bool *isRunningFlag);
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H A D | actor.cpp | 519 *isRunningFlag = false; in loopWalk() 577 *isRunningFlag = true; in loopWalk() 621 …therActorId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag) { in loopWalkToActor() argument 622 …tion, proximity, interruptible, runFlag, _position, 24.0f, 24.0f, mustReach, isRunningFlag, false); in loopWalkToActor() 625 …(int itemId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag) { in loopWalkToItem() argument 632 …tion, proximity, interruptible, runFlag, _position, width, 24.0f, mustReach, isRunningFlag, false); in loopWalkToItem() 677 …ation, proximity, interruptible, runFlag, _position, 0.0f, 24.0f, mustReach, isRunningFlag, false); in loopWalkToSceneObject() 680 … waypointId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag) { in loopWalkToWaypoint() argument 683 …ition, proximity, interruptible, runFlag, _position, 0.0f, 24.0f, mustReach, isRunningFlag, false); in loopWalkToWaypoint() 686 …estination, int proximity, bool interruptible, bool runFlag, bool mustReach, bool *isRunningFlag) { in loopWalkToXYZ() argument [all …]
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/dports/finance/qtbitcointrader/QtBitcoinTrader-1.40.55/src/script/ |
H A D | scriptobject.h | 55 return isRunningFlag; in isRunning() 77 bool isRunningFlag; variable
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H A D | scriptobject.cpp | 56 isRunningFlag = false; in ScriptObject() 758 if (!isRunningFlag) in indicatorValueChanged() 837 if (on == isRunningFlag) in setRunning() 840 isRunningFlag = on; in setRunning() 842 if (!isRunningFlag) in setRunning() 849 emit runningChanged(isRunningFlag); in setRunning() 854 if (!isRunningFlag) in stopScript()
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