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Searched refs:_animFrame (Results 1 – 22 of 22) sorted by relevance

/dports/games/libretro-scummvm/scummvm-7b1e929/engines/xeen/
H A Dinterface_minimap.h30 int _animFrame;
42 InterfaceMinimap() : _animFrame(0) {} in InterfaceMinimap()
H A Dlocations.cpp46 _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()
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H A Dinterface_minimap.cpp127 int frame2 = _animFrame; in drawIndoorsMinimap()
128 _animFrame = (_animFrame + 2) % 8; in drawIndoorsMinimap()
H A Dlocations.h51 int _animFrame; variable
/dports/games/scummvm/scummvm-2.5.1/engines/xeen/
H A Dinterface_minimap.h30 int _animFrame;
42 InterfaceMinimap() : _animFrame(0) {} in InterfaceMinimap()
H A Dlocations.cpp46 _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()
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H A Dinterface_minimap.cpp127 int frame2 = _animFrame; in drawIndoorsMinimap()
128 _animFrame = (_animFrame + 2) % 8; in drawIndoorsMinimap()
H A Dlocations.h51 int _animFrame; variable
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/xeen/dialogs/
H A Ddialogs_map.h34 int _animFrame;
40 _animFrame(0), _frameEndFlag(false) {} in MapDialog()
H A Ddialogs_map.cpp168 int frame2 = _animFrame; in drawIndoors()
169 _animFrame = (_animFrame + 2) % 8; in drawIndoors()
/dports/games/scummvm/scummvm-2.5.1/engines/xeen/dialogs/
H A Ddialogs_map.h34 int _animFrame;
40 _animFrame(0), _frameEndFlag(false) {} in MapDialog()
H A Ddialogs_map.cpp168 int frame2 = _animFrame; in drawIndoors()
169 _animFrame = (_animFrame + 2) % 8; in drawIndoors()
/dports/games/openxcom/OpenXcom-1.0/src/Battlescape/
H A DMap.cpp418 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()
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H A DMap.h61 int _animFrame; variable
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/mads/nebular/
H A Dnebular_scenes3.cpp3040 _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()
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H A Dnebular_scenes3.h293 int _animMode, _animFrame; variable
/dports/games/scummvm/scummvm-2.5.1/engines/mads/nebular/
H A Dnebular_scenes3.cpp3070 _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()
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H A Dnebular_scenes3.h293 int _animMode, _animFrame; variable
/dports/games/scummvm/scummvm-2.5.1/engines/ultima/ultima8/world/actors/
H A Dactor.h428 uint16 _animFrame; variable
H A Danimation_tracker.cpp551 a->_animFrame = _currentFrame; in updateActorFlags()
H A Dactor.cpp72 _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()
H A Dmain_actor.cpp674 _direction, _animFrame); in getWeaponOverlay()