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Searched refs:StepAnimScript (Results 1 – 16 of 16) sorted by relevance

/dports/games/libretro-scummvm/scummvm-7b1e929/engines/tinsel/
H A Dbg.cpp163 if (StepAnimScript(&g_thisAnim[i]) == ScriptFinished) in BGmainProcess()
174 StepAnimScript(&g_thisAnim[0]); in BGmainProcess()
182 StepAnimScript(&g_thisAnim[i]); in BGmainProcess()
211 while (StepAnimScript(&_ctx->anim) != ScriptFinished) in BGotherProcess()
H A Dcursor.cpp138 StepAnimScript(&g_ntrailData[i].trailAnim); in InitCurTrailObj()
241 StepAnimScript(&g_McurAnim); in RestoreMainCursor()
577 StepAnimScript(&g_McurAnim); in CursorProcess()
579 StepAnimScript(&g_AcurAnim); in CursorProcess()
582 if (StepAnimScript(&g_ntrailData[i].trailAnim) == ScriptFinished) { in CursorProcess()
H A Danim.h85 SCRIPTSTATE StepAnimScript( // Execute the next command in a animation script
H A Drince.cpp571 assert(StepAnimScript(&pMover->actorAnim) != ScriptFinished); // Actor reel has finished! in AlterMover()
573 StepAnimScript(&pMover->actorAnim); // 04/01/95 in AlterMover()
764 assert(StepAnimScript(&pActor->actorAnim) != ScriptFinished); // Actor reel has finished! in T1MoverProcess()
766 StepAnimScript(&pActor->actorAnim); in T1MoverProcess()
838 StepAnimScript(&pMover->actorAnim); in T2MoverProcess()
H A Danim.cpp239 SCRIPTSTATE StepAnimScript(ANIM *pAnim) { in StepAnimScript() function
H A Dplay.cpp618 if (StepAnimScript(&_ctx->thisAnim) == ScriptFinished) in t1PlayReel()
875 if (StepAnimScript(&_ctx->thisAnim) == ScriptFinished) in t2PlayReel()
H A Dmove.cpp1575 if (StepAnimScript(&pMover->actorAnim) == ScriptFinished) { in Move()
H A Ddialogs.cpp4154 StepAnimScript(&g_iconAnims[i]); in InventoryProcess()
/dports/games/scummvm/scummvm-2.5.1/engines/tinsel/
H A Dbg.cpp104 if (StepAnimScript(&_vm->_bg->_thisAnim[i]) == ScriptFinished) in BGmainProcess()
115 StepAnimScript(&_vm->_bg->_thisAnim[0]); in BGmainProcess()
123 StepAnimScript(&_vm->_bg->_thisAnim[i]); in BGmainProcess()
152 while (StepAnimScript(&_ctx->anim) != ScriptFinished) in BGotherProcess()
H A Dcursor.cpp113 StepAnimScript(&_trailData[i].trailAnim); in InitCurTrailObj()
216 StepAnimScript(&_mainCursorAnim); in RestoreMainCursor()
592 StepAnimScript(&_mainCursorAnim); in AnimateProcess()
594 StepAnimScript(&_auxCursorAnim); in AnimateProcess()
597 if (StepAnimScript(&_trailData[i].trailAnim) == ScriptFinished) { in AnimateProcess()
H A Danim.h85 SCRIPTSTATE StepAnimScript( // Execute the next command in a animation script
H A Dmovers.cpp591 assert(StepAnimScript(&pMover->actorAnim) != ScriptFinished); // Actor reel has finished! in AlterMover()
593 StepAnimScript(&pMover->actorAnim); // 04/01/95 in AlterMover()
792 assert(StepAnimScript(&pActor->actorAnim) != ScriptFinished); // Actor reel has finished! in T1MoverProcess()
794 StepAnimScript(&pActor->actorAnim); in T1MoverProcess()
866 StepAnimScript(&pMover->actorAnim); in T2MoverProcess()
H A Danim.cpp239 SCRIPTSTATE StepAnimScript(ANIM *pAnim) { in StepAnimScript() function
H A Dplay.cpp630 if (StepAnimScript(&_ctx->thisAnim) == ScriptFinished) in t1PlayReel()
888 if (StepAnimScript(&_ctx->thisAnim) == ScriptFinished) in t2PlayReel()
H A Dmove.cpp1593 if (StepAnimScript(&pMover->actorAnim) == ScriptFinished) { in Move()
H A Ddialogs.cpp5361 StepAnimScript(&_iconAnims[i]); in Redraw()