/dports/games/kgoldrunner/kgoldrunner-21.12.3/src/ |
H A D | kgrrunner.cpp | 269 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 …]
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/dports/games/OpenLara/OpenLara-b4b19f2/src/ |
H A D | animation.h | 84 next = anims[index].nextAnimation - model->animation; 137 anim = &level->anims[anim->nextAnimation]; in updateInfo() 192 setAnim(range.nextAnimation - model->animation, range.nextFrame);
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H A D | format.h | 2636 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()
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/dports/games/aquaria/Aquaria-OSE-v1.002-22-g84366ad/Aquaria/ |
H A D | AnimationEditor.cpp | 376 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()
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/dports/cad/gmsh/gmsh-4.9.2-source/contrib/mobile/iOS/Onelab/ |
H A D | ModelViewController.mm | 123 action:@selector(nextAnimation)]; 186 selector:@selector(nextAnimation) 199 - (void)nextAnimation
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/dports/games/aquaria/Aquaria-OSE-v1.002-22-g84366ad/BBGE/ |
H A D | SkeletalSprite.h | 232 void nextAnimation();
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H A D | SkeletalSprite.cpp | 1130 void SkeletalSprite::nextAnimation() in nextAnimation() function in SkeletalSprite
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/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/ |
H A D | bladerunner.cpp | 2080 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()
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/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/ |
H A D | bladerunner.cpp | 2218 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()
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/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | menus.h | 391 MenuAnimationType_t nextAnimation; member
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H A D | menus.cpp | 6770 Menu_AnimateChange(panel->nextID, panel->nextAnimation); in Menu_RunInput()
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/ |
H A D | menus.h | 412 MenuAnimationType_t nextAnimation; member
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H A D | menus.cpp | 7568 Menu_AnimateChange(panel->nextID, panel->nextAnimation); in Menu_RunInput()
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