Searched refs:_actorList (Results 1 – 15 of 15) sorted by relevance
53 _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()
237 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()
35 _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 …]
149 Actor *a = &_actorList[i]; in loadGame()264 Actor *a = &_actorList[i]; in saveOrLoadGameData()
726 Actor _actorList[NUM_ACTORS]; variable
955 Actor *actor = &_actorList[i]; in bridgeLeftClick()
52 _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()
291 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()
34 _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()
148 Actor *a = &_actorList[i]; in loadGame()244 Actor *a = &_actorList[i]; in saveOrLoadGameData()
716 Actor _actorList[NUM_ACTORS]; variable
1429 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 …]
235 BandID id = g_vm->_act->_actorList[i]->_followersID; in loadBands()236 g_vm->_act->_actorList[i]->_followers = id != NoBand in loadBands()
349 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()
1138 Common::Array<Actor *> _actorList; variable