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Searched refs:sCurrentFrame (Results 1 – 9 of 9) sorted by relevance

/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TileEngine/
H A DTile_Animation.cc142 a->sCurrentFrame = start_frame; in CreateAnimationTile()
187 l.sCurrentFrame = 0; // Set frame data back to zero in DeleteAniTile()
274 if ( ( pNode->sCurrentFrame + 1 ) < usMaxFrames ) in UpdateAniTiles()
276 pNode->sCurrentFrame++; in UpdateAniTiles()
277 pNode->pLevelNode->sCurrentFrame = pNode->sCurrentFrame; in UpdateAniTiles()
282 UpdateExplosionFrame(pNode->v.explosion, pNode->sCurrentFrame); in UpdateAniTiles()
286 if ( pNode->sCurrentFrame == pNode->ubKeyFrame1 ) in UpdateAniTiles()
310 if ( pNode->sCurrentFrame == pNode->ubKeyFrame2 ) in UpdateAniTiles()
386 if ( ( pNode->sCurrentFrame - 1 ) >= usMinFrames ) in UpdateAniTiles()
388 pNode->sCurrentFrame--; in UpdateAniTiles()
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H A DLoadSaveExplosionType.cc28 EXTR_I16(s, e->sCurrentFrame) in ExtractExplosionTypeFromFile()
54 INJ_I16(d, e->sCurrentFrame) in InjectExplosionTypeIntoFile()
H A DInteractive_Tiles.cc260 pTrav = &gpTileCache[a.sCachedTileID].pImagery->vo->SubregionProperties(a.sCurrentFrame); in GetLevelNodeScreenRect()
271 else if (n.uiFlags & LEVELNODE_ANIMATION && n.sCurrentFrame != -1) in GetLevelNodeScreenRect()
273 te = &gTileDatabase[te->pAnimData->pusFrames[n.sCurrentFrame]]; in GetLevelNodeScreenRect()
547 idx = a.sCurrentFrame; in RefinePointCollisionOnStruct()
558 else if (n.uiFlags & LEVELNODE_ANIMATION && n.sCurrentFrame != -1) in RefinePointCollisionOnStruct()
560 te = &gTileDatabase[te->pAnimData->pusFrames[n.sCurrentFrame]]; in RefinePointCollisionOnStruct()
H A DExplosion_Control.h25 INT16 sCurrentFrame; member
79 void UpdateExplosionFrame(EXPLOSIONTYPE* e, INT16 sCurrentFrame);
H A DTile_Animation.h67 INT16 sCurrentFrame; member
H A DWorldDef.h135 INT16 sCurrentFrame; // Stuff for animated tiles for a given tile location ( doors, etc ) member
H A DExplosion_Control.cc155 e->sCurrentFrame = 0; in InternalIgniteExplosion()
209 AniParams.sStartFrame = pExplosion->sCurrentFrame; in GenerateExplosionFromExplosionPointer()
268 void UpdateExplosionFrame(EXPLOSIONTYPE* const e, const INT16 sCurrentFrame) in UpdateExplosionFrame() argument
273 e->sCurrentFrame = sCurrentFrame; in UpdateExplosionFrame()
H A DRenderWorld.cc540 if (fDynamic && uiLevelNodeFlags & LEVELNODE_ANIMATION && pNode->sCurrentFrame != -1) in RenderTiles()
543 TileElem = &gTileDatabase[TileElem->pAnimData->pusFrames[pNode->sCurrentFrame]]; in RenderTiles()
621 usImageIndex = a.sCurrentFrame; in RenderTiles()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DHandle_Doors.cc804 pNode->sCurrentFrame = pNode->pAniTile->sStartFrame + pNode->pAniTile->usNumFrames; in HandleDoorsOpenClose()
809 pNode->sCurrentFrame = pNode->pAniTile->sStartFrame - pNode->pAniTile->usNumFrames; in HandleDoorsOpenClose()
812 pNode->sCurrentFrame = pNode->pAniTile->usNumFrames - 1; in HandleDoorsOpenClose()
889 AniParams.sStartFrame = pNode->sCurrentFrame; in HandleDoorsOpenClose()
998 AniParams.sStartFrame = pNode->sCurrentFrame; in HandleDoorsOpenClose()
1003 AniParams.ubKeyFrame1 = pNode->sCurrentFrame + (fOpenedGraphic ? -2 : 2); in HandleDoorsOpenClose()