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Searched refs:loopDirection (Results 1 – 3 of 3) sorted by relevance

/dports/games/blinkensisters/blinkensisters/lostpixels/game/software/BlinkenLUA/LuaBindings/source/
H A Dbl_lua_obj_anim.cpp220 Sint32 loopDirection = 0; in luaObjAnimCurrentDirection() local
225 loopDirection = (Sint32)lua_tonumber(L, 1); in luaObjAnimCurrentDirection()
227 setFGObjAnimCurrentDirection(objid, loopDirection); in luaObjAnimCurrentDirection()
230 loopDirection = getFGObjAnimCurrentDirection(objid); in luaObjAnimCurrentDirection()
231 lua_pushnumber(L, loopDirection); in luaObjAnimCurrentDirection()
/dports/games/blinkensisters/blinkensisters/lostpixels/game/software/
H A Dfgobjects.cpp211 fgAnims[nextfree]->loopDirection = -1; in addFGObjAnim()
219 fgAnims[nextfree]->loopDirection = 1; in addFGObjAnim()
261 fgAnims[nextfree]->loopDirection = fgAnims[objid]->loopDirection; in duplicateFGObjAnim()
290 fgAnims[i]->currentFrame += fgAnims[i]->loopDirection; in advanceFGObjAnim()
293 fgAnims[i]->loopDirection *= -1; in advanceFGObjAnim()
321 fgAnims[objid]->loopDirection = -1; in setFGObjAnimLoopType()
324 fgAnims[objid]->loopDirection = 0; // Single frame - no animation in setFGObjAnimLoopType()
329 fgAnims[objid]->loopDirection = 1; in setFGObjAnimLoopType()
331 fgAnims[objid]->loopDirection = 0; // Single frame - no animation in setFGObjAnimLoopType()
366 fgAnims[objid]->loopDirection = loopDirection; in setFGObjAnimCurrentDirection()
[all …]
H A Dfgobjects.h60 Sint32 loopDirection; member
110 bool setFGObjAnimCurrentDirection(const Uint32 obj, const Sint32 loopDirection);