Searched refs:npc_portrait (Results 1 – 7 of 7) sorted by relevance
161 npc->npc_portrait = npc->portraits[0]; in chooseDialogNode()353 if (npc->npc_portrait) { in render()359 npc->npc_portrait->setClipFromRect(src); in render()360 npc->npc_portrait->setDestFromRect(dest); in render()361 render_device->render(npc->npc_portrait); in render()385 else if (dialog_node == -1 && npc->npc_portrait) { in render()391 npc->npc_portrait->setClipFromRect(src); in render()392 npc->npc_portrait->setDestFromRect(dest); in render()393 render_device->render(npc->npc_portrait); in render()
53 , npc_portrait(NULL) in NPC()561 npc_portrait = portraits[0]; in processDialog()616 npc_portrait = portraits[0]; in processDialog()619 npc_portrait = portraits[i]; in processDialog()
84 Sprite* npc_portrait; variable
96 npc_portrait = NULL; in ConverseGump()130 if (npc_portrait) in ~ConverseGump()131 free(npc_portrait); in ~ConverseGump()181 if (npc_portrait) in set_actor_portrait()182 free(npc_portrait); in set_actor_portrait()185 npc_portrait = get_portrait_data(a); in set_actor_portrait()187 npc_portrait = NULL; in set_actor_portrait()527 if (npc_portrait) { in Display()528 …screen->blit(area.left + 4, area.top + 4, npc_portrait, 8, frame_w, frame_h, frame_w, use_transpar… in Display()
48 unsigned char *npc_portrait; variable
126 const string & npc_portrait () { return npc_portrait_; } in npc_portrait() function
189 set_portrait (dlg->npc_portrait ()); in run()