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Searched refs:ubShadeLevel (Results 1 – 18 of 18) sorted by relevance

/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DInterface_Cursors.cc255 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()
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H A DInterface_Control.cc207 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()
H A DBullets.cc275 pNode->ubShadeLevel=DEFAULT_SHADE_LEVEL; in UpdateBullets()
284 pNode->ubShadeLevel=DEFAULT_SHADE_LEVEL; in UpdateBullets()
H A DPathAI.cc2398 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()
H A DOverhead.cc656 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()
H A DRotting_Corpses.cc491 n->ubShadeLevel = land->ubShadeLevel; in AddRottingCorpse()
H A DDisplayCover.cc347 n->ubShadeLevel = DEFAULT_SHADE_LEVEL; in AddCoverObjectToWorld()
H A DOppList.cc1925 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()
H A DSoldier_Control.cc2019 n->ubShadeLevel = other.ubShadeLevel; in SetSoldierGridNo()
8179 l->ubShadeLevel = DEFAULT_SHADE_LEVEL; in HandlePlacingRoofMarker()
9099 n.ubShadeLevel = 3; in SetSoldierPersonalLightLevel()
H A DInterface.cc2137 n->ubShadeLevel = DEFAULT_SHADE_LEVEL; in SetupPhysicsTrajectoryUI()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TileEngine/
H A DOverhead_Map.cc506 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()
H A DWorldDef.h172 UINT8 ubShadeLevel; // LIGHTING INFO member
H A DRenderWorld.cc630 pShadeTable = pCorpse->pShades[pNode->ubShadeLevel]; in RenderTiles()
675 hVObject->CurrentShade(pNode->ubShadeLevel); in RenderTiles()
984 UINT8 ubShadeLevel; in RenderTiles() local
987 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()
H A DLighting.cc604 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()
H A DTile_Animation.cc86 l->ubShadeLevel = DEFAULT_SHADE_LEVEL; in CreateAnimationTile()
H A DPhysics.cc1151 pNode->ubShadeLevel=DEFAULT_SHADE_LEVEL; in PhysicsMoveObject()
1160 pNode->ubShadeLevel=DEFAULT_SHADE_LEVEL; in PhysicsMoveObject()
H A DWorldMan.cc35 Node->ubShadeLevel = LightGetAmbient(); in CreateLevelNode()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Editor/
H A DEditScreen.cc2486 n->ubShadeLevel = DEFAULT_SHADE_LEVEL; in PlaceLight()
2546 n->ubShadeLevel = DEFAULT_SHADE_LEVEL; in ShowLightPositionHandles()