Searched refs:ubShadeLevel (Results 1 – 18 of 18) sorted by relevance
255 pNode->ubShadeLevel=DEFAULT_SHADE_LEVEL; in DrawUICursor()262 n->ubShadeLevel = DEFAULT_SHADE_LEVEL; in DrawUICursor()324 pNode->ubShadeLevel=DEFAULT_SHADE_LEVEL; in DrawUICursor()331 n->ubShadeLevel = DEFAULT_SHADE_LEVEL; in DrawUICursor()464 n->ubShadeLevel = DEFAULT_SHADE_LEVEL; in DrawSnappingCursor()479 pNewUIElem->ubShadeLevel=DEFAULT_SHADE_LEVEL; in DrawSnappingCursor()493 pNewUIElem->ubShadeLevel=DEFAULT_SHADE_LEVEL; in DrawSnappingCursor()507 pNewUIElem->ubShadeLevel=DEFAULT_SHADE_LEVEL; in DrawSnappingCursor()521 pNewUIElem->ubShadeLevel=DEFAULT_SHADE_LEVEL; in DrawSnappingCursor()535 pNewUIElem->ubShadeLevel=DEFAULT_SHADE_LEVEL; in DrawSnappingCursor()[all …]
207 n->ubShadeLevel = DEFAULT_SHADE_LEVEL; in SetUpInterface()222 n->ubShadeLevel = DEFAULT_SHADE_LEVEL; in SetUpInterface()234 gsUICurIntTileOldShade = int_tile->ubShadeLevel; in SetUpInterface()235 int_tile->ubShadeLevel = 0; in SetUpInterface()283 n.ubShadeLevel = gsUICurIntTileOldShade; in ResetInterface()
275 pNode->ubShadeLevel=DEFAULT_SHADE_LEVEL; in UpdateBullets()284 pNode->ubShadeLevel=DEFAULT_SHADE_LEVEL; in UpdateBullets()
2398 pNode->ubShadeLevel=DEFAULT_SHADE_LEVEL; in PlotPath()2404 pNode->ubShadeLevel=DEFAULT_SHADE_LEVEL; in PlotPath()2442 pNode->ubShadeLevel=DEFAULT_SHADE_LEVEL; in PlotPath()2448 pNode->ubShadeLevel=DEFAULT_SHADE_LEVEL; in PlotPath()
656 pSoldier->pLevelNode->ubShadeLevel = bShadeLevel; in ExecuteOverhead()672 if (bShadeLevel <= gpWorldLevelData[pSoldier->sGridNo].pLandHead->ubShadeLevel) in ExecuteOverhead()674 bShadeLevel = gpWorldLevelData[pSoldier->sGridNo].pLandHead->ubShadeLevel; in ExecuteOverhead()683 pSoldier->pLevelNode->ubShadeLevel = bShadeLevel; in ExecuteOverhead()705 pSoldier->ubFadeLevel = gpWorldLevelData[pSoldier->sGridNo].pLandHead->ubShadeLevel; in ExecuteOverhead()1840 pSoldier->ubFadeLevel = gpWorldLevelData[pSoldier->sGridNo].pRoofHead->ubShadeLevel; in HandleAtNewGridNo()1844 pSoldier->ubFadeLevel = gpWorldLevelData[pSoldier->sGridNo].pLandHead->ubShadeLevel; in HandleAtNewGridNo()1850 pSoldier->pLevelNode->ubShadeLevel = pSoldier->ubFadeLevel; in HandleAtNewGridNo()
491 n->ubShadeLevel = land->ubShadeLevel; in AddRottingCorpse()
347 n->ubShadeLevel = DEFAULT_SHADE_LEVEL; in AddCoverObjectToWorld()
1925 opponent.ubFadeLevel = opponent.bLevel > 0 && me.pRoofHead ? me.pRoofHead->ubShadeLevel : in ManSeesMan()1926 me.pLandHead->ubShadeLevel; in ManSeesMan()1931 opponent.pLevelNode->ubShadeLevel = opponent.ubFadeLevel; in ManSeesMan()
2019 n->ubShadeLevel = other.ubShadeLevel; in SetSoldierGridNo()8179 l->ubShadeLevel = DEFAULT_SHADE_LEVEL; in HandlePlacingRoofMarker()9099 n.ubShadeLevel = 3; in SetSoldierPersonalLightLevel()
2137 n->ubShadeLevel = DEFAULT_SHADE_LEVEL; in SetupPhysicsTrajectoryUI()
506 pTile.vo->CurrentShade(n->ubShadeLevel); in RenderOverheadMap()574 pTile.vo->CurrentShade(n->ubShadeLevel); in RenderOverheadMap()588 pTile.vo->CurrentShade(n->ubShadeLevel); in RenderOverheadMap()613 pTile.vo->CurrentShade(n->ubShadeLevel); in RenderOverheadMap()672 pTile.vo->CurrentShade(n->ubShadeLevel); in RenderOverheadMap()
172 UINT8 ubShadeLevel; // LIGHTING INFO member
630 pShadeTable = pCorpse->pShades[pNode->ubShadeLevel]; in RenderTiles()675 hVObject->CurrentShade(pNode->ubShadeLevel); in RenderTiles()984 UINT8 ubShadeLevel; in RenderTiles() local987 ubShadeLevel = s.ubFadeLevel; in RenderTiles()991 ubShadeLevel = pNode->ubShadeLevel & 0x0f; in RenderTiles()992 ubShadeLevel = __max(ubShadeLevel - 2, DEFAULT_SHADE_LEVEL); in RenderTiles()993 ubShadeLevel |= pNode->ubShadeLevel & 0x30; in RenderTiles()995 pShadeTable = s.pShades[ubShadeLevel]; in RenderTiles()
604 pNode->ubShadeLevel=(UINT8)sSum; in LightAddTileNode()642 pNode->ubShadeLevel=(UINT8)sSum; in LightSubtractTileNode()931 n->ubShadeLevel = shade; in LightSetNaturalLevel()959 n->ubShadeLevel = n->ubNaturalShadeLevel; in LightResetLevel()
86 l->ubShadeLevel = DEFAULT_SHADE_LEVEL; in CreateAnimationTile()
1151 pNode->ubShadeLevel=DEFAULT_SHADE_LEVEL; in PhysicsMoveObject()1160 pNode->ubShadeLevel=DEFAULT_SHADE_LEVEL; in PhysicsMoveObject()
35 Node->ubShadeLevel = LightGetAmbient(); in CreateLevelNode()
2486 n->ubShadeLevel = DEFAULT_SHADE_LEVEL; in PlaceLight()2546 n->ubShadeLevel = DEFAULT_SHADE_LEVEL; in ShowLightPositionHandles()