Searched refs:loopDirection (Results 1 – 3 of 3) sorted by relevance
220 Sint32 loopDirection = 0; in luaObjAnimCurrentDirection() local225 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()
211 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 …]
60 Sint32 loopDirection; member110 bool setFGObjAnimCurrentDirection(const Uint32 obj, const Sint32 loopDirection);