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Searched refs:nextAnimation (Results 1 – 13 of 13) sorted by relevance

/dports/games/kgoldrunner/kgoldrunner-21.12.3/src/
H A Dkgrrunner.cpp269 AnimationType nextAnimation; in run() local
271 nextAnimation, interval); in run()
280 currAnimation, nextAnimation); in run()
282 if ((nextDirection == currDirection) && (nextAnimation == currAnimation)) { in run()
294 nextDirection, nextAnimation); in run()
295 currAnimation = nextAnimation; in run()
451 AnimationType nextAnimation; in run() local
453 nextAnimation, interval); in run()
471 currDirection, nextDirection, currAnimation, nextAnimation); in run()
528 nextDirection, nextAnimation); in run()
[all …]
/dports/games/OpenLara/OpenLara-b4b19f2/src/
H A Danimation.h84 next = anims[index].nextAnimation - model->animation;
137 anim = &level->anims[anim->nextAnimation]; in updateInfo()
192 setAnim(range.nextAnimation - model->animation, range.nextFrame);
H A Dformat.h2636 uint16 nextAnimation; member
2655 int16 nextAnimation; // Animation to dispatch to member
3774 stream.read(anim.nextAnimation); in readAnims()
4420 anim.nextAnimation = stream.readBE16(); in readSAT()
4450 range.nextAnimation = stream.readBE16(); in readSAT()
/dports/games/aquaria/Aquaria-OSE-v1.002-22-g84366ad/Aquaria/
H A DAnimationEditor.cpp376 DebugButton *nextAnimation = new DebugButton(0, 0, 150); in applyState() local
377 nextAnimation->label->setText("nextAnim (PGDN)"); in applyState()
378 nextAnimation->position = Vector(10, 360); in applyState()
379 nextAnimation->event.set(MakeFunctionEvent(AnimationEditor, nextAnim)); in applyState()
380 addRenderObject(nextAnimation, LR_MENU); in applyState()
1380 editSprite->nextAnimation(); in nextAnim()
/dports/cad/gmsh/gmsh-4.9.2-source/contrib/mobile/iOS/Onelab/
H A DModelViewController.mm123 action:@selector(nextAnimation)];
186 selector:@selector(nextAnimation)
199 - (void)nextAnimation
/dports/games/aquaria/Aquaria-OSE-v1.002-22-g84366ad/BBGE/
H A DSkeletalSprite.h232 void nextAnimation();
H A DSkeletalSprite.cpp1130 void SkeletalSprite::nextAnimation() in nextAnimation() function in SkeletalSprite
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/
H A Dbladerunner.cpp2080 int animationState, animationFrame, animationStateNext, nextAnimation; in saveGame() local
2081 …pts->queryAnimationState(i, &animationState, &animationFrame, &animationStateNext, &nextAnimation); in saveGame()
2085 s.writeInt(nextAnimation); in saveGame()
2190 int nextAnimation = s.readInt(); in loadGame() local
2191 …aiScripts->setAnimationState(i, animationState, animationFrame, animationStateNext, nextAnimation); in loadGame()
/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/
H A Dbladerunner.cpp2218 int animationState, animationFrame, animationStateNext, nextAnimation; in saveGame() local
2219 …pts->queryAnimationState(i, &animationState, &animationFrame, &animationStateNext, &nextAnimation); in saveGame()
2223 s.writeInt(nextAnimation); in saveGame()
2332 int nextAnimation = s.readInt(); in loadGame() local
2333 …aiScripts->setAnimationState(i, animationState, animationFrame, animationStateNext, nextAnimation); in loadGame()
/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/
H A Dmenus.h391 MenuAnimationType_t nextAnimation; member
H A Dmenus.cpp6770 Menu_AnimateChange(panel->nextID, panel->nextAnimation); in Menu_RunInput()
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/
H A Dmenus.h412 MenuAnimationType_t nextAnimation; member
H A Dmenus.cpp7568 Menu_AnimateChange(panel->nextID, panel->nextAnimation); in Menu_RunInput()