Home
last modified time | relevance | path

Searched refs:_actorList (Results 1 – 15 of 15) sorted by relevance

/dports/games/scummvm/scummvm-2.5.1/engines/startrek/
H A Dstartrek.cpp53 _kirkActor(&_actorList[0]), in StarTrekEngine()
54 _spockActor(&_actorList[1]), in StarTrekEngine()
55 _mccoyActor(&_actorList[2]), in StarTrekEngine()
56 _redshirtActor(&_actorList[3]), in StarTrekEngine()
307 _actorList[i].animationString.clear(); in runTransportSequence()
334 while (_actorList[0].field62 == 0) { in runTransportSequence()
H A Droom.cpp237 Actor *actor = &_vm->_actorList[actorIndex]; in loadActorAnim()
258 Actor *actor = &_vm->_actorList[actorIndex]; in loadActorAnimC()
280 Actor *actor = &_vm->_actorList[actorIndex]; in loadActorStandAnim()
428 Actor *actor = &_vm->_actorList[actorIndex]; in walkCrewman()
444 Actor *actor = &_vm->_actorList[actorIndex]; in walkCrewmanC()
502 return _vm->_actorList[actorIndex].pos; in getActorPos()
521 Actor *actor = &_vm->_actorList[i]; in endMission()
H A Dactors.cpp35 _actorList[i] = Actor(); in initActors()
55 if (_actorList[i].spriteDrawn == 0) { in loadActorAnim()
67 Actor *actor = &_actorList[actorIndex]; in loadActorAnim()
98 Actor *actor = &_actorList[actorIndex]; in actorWalkToPosition()
150 Actor *actor = &_actorList[i]; in updateActorAnimations()
431 Actor *actor = &_actorList[actorIndex]; in removeActorFromScreen()
448 if (_actorList[i].spriteDrawn == 1) { in removeDrawnActorsFromScreen()
523 Actor *actor = &_actorList[actorIndex]; in initStandAnim()
687 Actor *actor = &_actorList[i]; in findObjectAt()
1022 Actor *actor = &_actorList[objectIndex]; in walkActiveObjectToHotspot()
[all …]
H A Dsaveload.cpp149 Actor *a = &_actorList[i]; in loadGame()
264 Actor *a = &_actorList[i]; in saveOrLoadGameData()
H A Dstartrek.h726 Actor _actorList[NUM_ACTORS]; variable
H A Dbridge.cpp955 Actor *actor = &_actorList[i]; in bridgeLeftClick()
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/startrek/
H A Dstartrek.cpp52 _kirkActor(&_actorList[0]), in StarTrekEngine()
53 _spockActor(&_actorList[1]), in StarTrekEngine()
54 _mccoyActor(&_actorList[2]), in StarTrekEngine()
55 _redshirtActor(&_actorList[3]), in StarTrekEngine()
276 _actorList[i].animationString.clear(); in runTransportSequence()
306 while (_actorList[0].field62 == 0) { in runTransportSequence()
H A Droom.cpp291 Actor *actor = &_vm->_actorList[actorIndex]; in loadActorAnim()
312 Actor *actor = &_vm->_actorList[actorIndex]; in loadActorAnimC()
334 Actor *actor = &_vm->_actorList[actorIndex]; in loadActorStandAnim()
446 Actor *actor = &_vm->_actorList[actorIndex]; in walkCrewman()
462 Actor *actor = &_vm->_actorList[actorIndex]; in walkCrewmanC()
512 return _vm->_actorList[actorIndex].pos; in getActorPos()
531 Actor *actor = &_vm->_actorList[i]; in endMission()
H A Dactors.cpp34 _actorList[i] = Actor(); in initActors()
51 Actor *actor = &_actorList[actorIndex]; in loadActorAnim()
83 Actor *actor = &_actorList[actorIndex]; in actorWalkToPosition()
135 Actor *actor = &_actorList[i]; in updateActorAnimations()
404 Actor *actor = &_actorList[actorIndex]; in removeActorFromScreen()
421 if (_actorList[i].spriteDrawn == 1) { in actorFunc1()
494 Actor *actor = &_actorList[actorIndex]; in initStandAnim()
658 Actor *actor = &_actorList[i]; in findObjectAt()
982 Actor *actor = &_actorList[objectIndex]; in walkActiveObjectToHotspot()
1081 Actor *actor = &_actorList[i]; in updateCrewmanGetupTimers()
H A Dsaveload.cpp148 Actor *a = &_actorList[i]; in loadGame()
244 Actor *a = &_actorList[i]; in saveOrLoadGameData()
H A Dstartrek.h716 Actor _actorList[NUM_ACTORS]; variable
/dports/games/scummvm/scummvm-2.5.1/engines/saga2/
H A Dactor.cpp1429 a = g_vm->_act->_actorList[i]; in newActor()
3365 return g_vm->_act->_actorList.size() > 0; in areActorsInitialized()
3379 Actor *a = g_vm->_act->_actorList[actorIndex]; in updateActorStates()
3475 g_vm->_act->_actorList.push_back(a); in initActors()
3484 g_vm->_act->_actorList.push_back(a); in initActors()
3502 g_vm->_act->_actorList[i]->write(out); in saveActors()
3522 g_vm->_act->_actorList.push_back(a); in loadActors()
3526 Actor *a = g_vm->_act->_actorList[i]; in loadActors()
3546 if (g_vm->_act->_actorList.size() > 0) { in cleanupActors()
3548 delete g_vm->_act->_actorList[i]; in cleanupActors()
[all …]
H A Dband.cpp235 BandID id = g_vm->_act->_actorList[i]->_followersID; in loadBands()
236 g_vm->_act->_actorList[i]->_followers = id != NoBand in loadBands()
H A Dobjects.cpp349 return (g_vm->_act->_actorList[obj->_index - ActorBaseID] == obj); in isActor()
383 …return (int)g_vm->_act->_actorList.size() > id - ActorBaseID ? g_vm->_act->_actorList[id - ActorBa… in objectAddress()
402 if (g_vm->_act->_actorList[i]->_data.nameIndex == ind) in nameIndexToID()
403 return g_vm->_act->_actorList[i]->thisID(); in nameIndexToID()
405 …if (g_vm->_act->_actorList[i]->prototype && g_vm->_act->_actorList[i]->prototype->nameIndex == ind) in nameIndexToID()
406 return g_vm->_act->_actorList[i]->thisID(); in nameIndexToID()
432 Common::String objName = g_vm->_act->_actorList[i]->objName(); in nameToID()
435 array.push_back(g_vm->_act->_actorList[i]->thisID()); in nameToID()
3031 Actor *a = g_vm->_act->_actorList[i]; in initObjects()
4606 a = g_vm->_act->_actorList[actorIndex++]; in doBackgroundSimulation()
H A Dactor.h1138 Common::Array<Actor *> _actorList; variable