Searched refs:_currentFacing (Results 1 – 8 of 8) sorted by relevance
2700 a->_currentFacing = spinRight(a->_currentFacing); in walkAction()2702 a->_currentFacing = spinLeft(a->_currentFacing); in walkAction()3102 if (a->_currentFacing != targetDir) in giveAction()3510 if (a->_currentFacing != direction) in castSpellAction()3785 a->_currentFacing = in acceptHitAction()3843 a->_currentFacing = in fallDownAction()3900 if (a->_currentFacing != direction) in offensiveMeleeAction()4755 a->_currentFacing = 7; in checkLadder()4764 a->_currentFacing = 3; in checkLadder()4771 a->_currentFacing = 1; in checkLadder()[all …]
617 Direction _currentFacing; // current facing direction variable758 Direction relativeDir = (targetDir - _currentFacing) & 0x7; in turn()760 _currentFacing = in turn()762 ? _currentFacing + 1 in turn()763 : _currentFacing - 1) in turn()
964 _currentFacing = dirDown; in init()1038 _currentFacing = 0; in Actor()1109 _currentFacing = res.currentFacing; in Actor()1182 _currentFacing = in->readByte(); in Actor()1246 debugC(4, kDebugSaveload, "... _currentFacing = %d", _currentFacing); in Actor()1323 out->writeByte(_currentFacing); in write()2053 numPoses = anim->count[_currentFacing]; in setAction()2095 if (anim->count[_currentFacing] > 0) return true; in isActionAvailable()2145 numPoses = anim->count[_currentFacing]; in nextAnimationFrame()2310 if (animationFrames(actionStand, _currentFacing) == 1) { in updateAppearance()[all …]
185 a->_currentFacing = args[3]; in scriptActorMove()219 a->_currentFacing = args[3]; in scriptActorMoveRel()261 a->_currentFacing = args[4]; in scriptActorTransfer()1546 oldFacing = a->_currentFacing; in scriptActorFace()1548 a->_currentFacing = args[0] & 7; in scriptActorFace()1568 oldFacing = a->_currentFacing; in scriptActorFaceTowards()1570 a->_currentFacing = in scriptActorFaceTowards()
283 if (a->_currentFacing != direction) in turnAction()
573 pose = aa->pose(anim, a->_currentFacing, a->_currentPose); in drawObject()
1785 dest = actorLoc + dirTable_[a->_currentFacing]; in update()4131 if (a->_currentFacing != (attendLoc - a->getLocation()).quickDir()) { in update()
1997 : actor->_currentFacing)]; in findPath()