Searched refs:spriteSequences (Results 1 – 6 of 6) sorted by relevance
/dports/games/OpenLara/OpenLara-b4b19f2/src/ |
H A D | ui.h | 494 …mesh->addDynSprite(level->spriteSequences[seq].sStart + line, short3(x + ox + 1, y + 4, 0), false,… 495 …mesh->addDynSprite(level->spriteSequences[seq].sStart + line, short3(x + ox - 3, y + 7, 0), false,… 499 if (frame < level->spriteSequences[seq].sCount) { 500 spriteIndex += level->spriteSequences[seq].sStart; 530 if (specChar >= level->spriteSequences[seq].sCount) in specOut() 533 …mesh->addDynSprite(level->spriteSequences[seq].sStart + specChar, short3(int16(pos.x), int16(pos.y… in specOut()
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H A D | sprite.h | 29 return level->spriteSequences[-(getEntity().modelIndex + 1)]; in getSequence()
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H A D | objects.h | 368 level->spriteSequences[-(spriteIndex + 1)].transp = 2; // fix blending mode to additive in TrapLavaEmitter() 391 part.frame = rand() % level->spriteSequences[-(spriteIndex + 1)].sCount; in update() 420 …mesh->addDynSprite(level->spriteSequences[-(spriteIndex + 1)].sStart + part.frame, short3(int16(p.… in render() 1682 … level->spriteSequences[-(getEntity().modelIndex + 1)].transp = 2; // fix blending mode to additive in Explosion()
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H A D | format.h | 2947 SpriteSequence *spriteSequences; member 3280 delete[] spriteSequences; in ~Level() 4596 … spriteSequences = spriteSequencesCount ? new SpriteSequence[spriteSequencesCount] : NULL; in readSAT() 4598 SpriteSequence &s = spriteSequences[i]; in readSAT() 4911 switch (spriteSequences[i].type) { in initExtra() 6249 …spriteSequences = stream.read(spriteSequencesCount) ? new SpriteSequence[spriteSequencesCount] : N… in readSpriteTex() 6251 SpriteSequence &s = spriteSequences[i]; in readSpriteTex() 6598 if (type == spriteSequences[i].type) in getModelIndex()
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H A D | level.h | 1501 TR::SpriteSequence &seq = level.spriteSequences[level.extra.glyphs]; in dumpGlyphs() 1645 TR::SpriteSequence &seq = level.spriteSequences[level.extra.glyphs]; in initTextures() 2082 … if (level.spriteSequences[-(entity.modelIndex + 1)].transp != mesh->transparent) return; in renderEntity()
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H A D | controller.h | 1459 …game->getMesh()->addDynSprite(level->spriteSequences[-(getEntity().modelIndex + 1)].sStart + frame… in renderSprite()
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