/dports/games/libretro-scummvm/scummvm-7b1e929/engines/xeen/ |
H A D | interface_minimap.h | 30 int _animFrame; 42 InterfaceMinimap() : _animFrame(0) {} in InterfaceMinimap()
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H A D | locations.cpp | 46 _animFrame = 0; in BaseLocation() 175 if (sound.isSoundPlaying() || _animFrame == 1) { in drawAnim() 178 } else if (_animFrame > 1) { in drawAnim() 179 _townSprites[4].draw(0, 13 - _animFrame++, in drawAnim() 181 if (_animFrame > 14) in drawAnim() 182 _animFrame = 0; in drawAnim() 193 if (_animFrame) { in drawAnim() 194 _animFrame ^= 1; in drawAnim() 279 _animFrame = 2; in drawAnim() 308 _animFrame = 1; in BankLocation() [all …]
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H A D | interface_minimap.cpp | 127 int frame2 = _animFrame; in drawIndoorsMinimap() 128 _animFrame = (_animFrame + 2) % 8; in drawIndoorsMinimap()
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H A D | locations.h | 51 int _animFrame; variable
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/dports/games/scummvm/scummvm-2.5.1/engines/xeen/ |
H A D | interface_minimap.h | 30 int _animFrame; 42 InterfaceMinimap() : _animFrame(0) {} in InterfaceMinimap()
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H A D | locations.cpp | 46 _animFrame = 0; in BaseLocation() 176 if (sound.isSoundPlaying() || _animFrame == 1) { in drawAnim() 179 } else if (_animFrame > 1) { in drawAnim() 180 _townSprites[4].draw(0, 13 - _animFrame++, in drawAnim() 182 if (_animFrame > 14) in drawAnim() 183 _animFrame = 0; in drawAnim() 194 if (_animFrame) { in drawAnim() 195 _animFrame ^= 1; in drawAnim() 280 _animFrame = 2; in drawAnim() 309 _animFrame = 1; in BankLocation() [all …]
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H A D | interface_minimap.cpp | 127 int frame2 = _animFrame; in drawIndoorsMinimap() 128 _animFrame = (_animFrame + 2) % 8; in drawIndoorsMinimap()
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H A D | locations.h | 51 int _animFrame; variable
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/dports/games/libretro-scummvm/scummvm-7b1e929/engines/xeen/dialogs/ |
H A D | dialogs_map.h | 34 int _animFrame; 40 _animFrame(0), _frameEndFlag(false) {} in MapDialog()
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H A D | dialogs_map.cpp | 168 int frame2 = _animFrame; in drawIndoors() 169 _animFrame = (_animFrame + 2) % 8; in drawIndoors()
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/dports/games/scummvm/scummvm-2.5.1/engines/xeen/dialogs/ |
H A D | dialogs_map.h | 34 int _animFrame; 40 _animFrame(0), _frameEndFlag(false) {} in MapDialog()
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H A D | dialogs_map.cpp | 168 int frame2 = _animFrame; in drawIndoors() 169 _animFrame = (_animFrame + 2) % 8; in drawIndoors()
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/dports/games/openxcom/OpenXcom-1.0/src/Battlescape/ |
H A D | Map.cpp | 418 frameNumber = (_animFrame % 2); // yellow box in drawTerrain() 475 frameNumber = 4 + (_animFrame / 2); in drawTerrain() 624 frameNumber = 4 + (_animFrame / 2); in drawTerrain() 640 if ((_animFrame / 2) + tileWest->getAnimationOffset() > 3) in drawTerrain() 798 frameNumber = 4 + (_animFrame / 2); in drawTerrain() 829 frameNumber = 4 + (_animFrame / 2); in drawTerrain() 846 if ((_animFrame / 2) + tile->getAnimationOffset() > 3) in drawTerrain() 893 frameNumber = 3 + (_animFrame % 2); // yellow box in drawTerrain() 1196 _animFrame++; in animate() 1197 if (_animFrame == 8) _animFrame = 0; in animate() [all …]
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H A D | Map.h | 61 int _animFrame; variable
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/dports/games/libretro-scummvm/scummvm-7b1e929/engines/mads/nebular/ |
H A D | nebular_scenes3.cpp | 3040 _animFrame = -1; in Scene319() 3145 _animFrame = 0; in enter() 3198 switch (_animFrame) { in step() 3252 if ((_animFrame > 40) && (_animFrame < 85) && (nextFrame < 0)) { in step() 3255 _animFrame = 0; in step() 3262 _animFrame = 0; in step() 3269 _animFrame = 0; in step() 3279 if (!_animFrame) { in step() 3293 if (_animFrame == 13) in step() 3296 if (_animFrame == 16) in step() [all …]
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H A D | nebular_scenes3.h | 293 int _animMode, _animFrame; variable
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/dports/games/scummvm/scummvm-2.5.1/engines/mads/nebular/ |
H A D | nebular_scenes3.cpp | 3070 _animFrame = -1; in Scene319() 3175 _animFrame = 0; in enter() 3228 switch (_animFrame) { in step() 3282 if ((_animFrame > 40) && (_animFrame < 85) && (nextFrame < 0)) { in step() 3285 _animFrame = 0; in step() 3292 _animFrame = 0; in step() 3299 _animFrame = 0; in step() 3309 if (!_animFrame) { in step() 3323 if (_animFrame == 13) in step() 3326 if (_animFrame == 16) in step() [all …]
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H A D | nebular_scenes3.h | 293 int _animMode, _animFrame; variable
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/dports/games/scummvm/scummvm-2.5.1/engines/ultima/ultima8/world/actors/ |
H A D | actor.h | 428 uint16 _animFrame; variable
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H A D | animation_tracker.cpp | 551 a->_animFrame = _currentFrame; in updateActorFlags()
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H A D | actor.cpp | 72 _lastAnim(Animation::stand), _animFrame(0), _direction(dir_north), in DEFINE_RUNTIME_CLASSTYPE_CODE() 2038 ws->writeUint16LE(_animFrame); in saveData() 2075 _animFrame = rs->readUint16LE(); in loadData()
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H A D | main_actor.cpp | 674 _direction, _animFrame); in getWeaponOverlay()
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