Searched refs:objectSetIsTarget (Results 1 – 12 of 12) sorted by relevance
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/ |
H A D | scene.h | 93 void objectSetIsTarget(int objectId, bool isTarget, bool sceneLoaded);
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H A D | set.h | 93 void objectSetIsTarget(int objectId, bool isTarget);
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H A D | scene.cpp | 386 void Scene::objectSetIsTarget(int objectId, bool isTarget, bool sceneLoaded) { in objectSetIsTarget() function in BladeRunner::Scene 387 _set->objectSetIsTarget(objectId, isTarget); in objectSetIsTarget()
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H A D | set.cpp | 264 void Set::objectSetIsTarget(int objectId, bool isTarget) { in objectSetIsTarget() function in BladeRunner::Set
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H A D | debugger.cpp | 1489 _vm->_scene->objectSetIsTarget(objectId, newTarget, !_vm->_sceneIsLoading); in cmdObject()
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/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/ |
H A D | scene.h | 93 void objectSetIsTarget(int objectId, bool isTarget, bool sceneLoaded);
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H A D | set.h | 93 void objectSetIsTarget(int objectId, bool isTarget);
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H A D | scene.cpp | 408 void Scene::objectSetIsTarget(int objectId, bool isTarget, bool sceneLoaded) { in objectSetIsTarget() function in BladeRunner::Scene 409 _set->objectSetIsTarget(objectId, isTarget); in objectSetIsTarget()
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H A D | set.cpp | 264 void Set::objectSetIsTarget(int objectId, bool isTarget) { in objectSetIsTarget() function in BladeRunner::Set
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H A D | debugger.cpp | 1592 _vm->_scene->objectSetIsTarget(objectId, newTarget, !_vm->_sceneIsLoading); in cmdObject()
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/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/script/ |
H A D | script.cpp | 1626 _vm->_scene->objectSetIsTarget(objectId, true, !_vm->_sceneIsLoading); in Combat_Target_Object() 1634 _vm->_scene->objectSetIsTarget(objectId, false, !_vm->_sceneIsLoading); in Un_Combat_Target_Object()
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/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/script/ |
H A D | script.cpp | 1657 _vm->_scene->objectSetIsTarget(objectId, true, !_vm->_sceneIsLoading); in Combat_Target_Object() 1665 _vm->_scene->objectSetIsTarget(objectId, false, !_vm->_sceneIsLoading); in Un_Combat_Target_Object()
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