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Searched refs:updateWalkpath (Results 1 – 8 of 8) sorted by relevance

/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/
H A Dscene.h91 void objectSetIsObstacle(int objectId, bool isObstacle, bool sceneLoaded, bool updateWalkpath);
H A Dscene.cpp366 … Scene::objectSetIsObstacle(int objectId, bool isObstacle, bool sceneLoaded, bool updateWalkpath) { in objectSetIsObstacle() argument
370 if (updateWalkpath) { in objectSetIsObstacle()
/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/
H A Dscene.h91 void objectSetIsObstacle(int objectId, bool isObstacle, bool sceneLoaded, bool updateWalkpath);
H A Dscene.cpp388 … Scene::objectSetIsObstacle(int objectId, bool isObstacle, bool sceneLoaded, bool updateWalkpath) { in objectSetIsObstacle() argument
392 if (updateWalkpath) { in objectSetIsObstacle()
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/script/
H A Dscript.h258 void Obstacle_Object(const char *objectName, bool updateWalkpath);
259 void Unobstacle_Object(const char *objectName, bool updateWalkpath);
H A Dscript.cpp1600 void ScriptBase::Obstacle_Object(const char *objectName, bool updateWalkpath) { in Obstacle_Object() argument
1601 debugC(kDebugScript, "Obstacle_Object(%s, %d)", objectName, updateWalkpath); in Obstacle_Object()
1605 …bjectSetIsObstacle(objectId, true, !_vm->_sceneIsLoading, !_vm->_sceneIsLoading && updateWalkpath); in Obstacle_Object()
1608 void ScriptBase::Unobstacle_Object(const char *objectName, bool updateWalkpath) { in Unobstacle_Object() argument
1609 debugC(kDebugScript, "Unobstacle_Object(%s, %d)", objectName, updateWalkpath); in Unobstacle_Object()
1613 …jectSetIsObstacle(objectId, false, !_vm->_sceneIsLoading, !_vm->_sceneIsLoading && updateWalkpath); in Unobstacle_Object()
/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/script/
H A Dscript.h262 void Obstacle_Object(const char *objectName, bool updateWalkpath);
263 void Unobstacle_Object(const char *objectName, bool updateWalkpath);
H A Dscript.cpp1631 void ScriptBase::Obstacle_Object(const char *objectName, bool updateWalkpath) { in Obstacle_Object() argument
1632 debugC(kDebugScript, "Obstacle_Object(%s, %d)", objectName, updateWalkpath); in Obstacle_Object()
1636 …bjectSetIsObstacle(objectId, true, !_vm->_sceneIsLoading, !_vm->_sceneIsLoading && updateWalkpath); in Obstacle_Object()
1639 void ScriptBase::Unobstacle_Object(const char *objectName, bool updateWalkpath) { in Unobstacle_Object() argument
1640 debugC(kDebugScript, "Unobstacle_Object(%s, %d)", objectName, updateWalkpath); in Unobstacle_Object()
1644 …jectSetIsObstacle(objectId, false, !_vm->_sceneIsLoading, !_vm->_sceneIsLoading && updateWalkpath); in Unobstacle_Object()