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Searched refs:_currentFacing (Results 1 – 8 of 8) sorted by relevance

/dports/games/scummvm/scummvm-2.5.1/engines/saga2/
H A Dmotion.cpp2700 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()
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H A Dactor.h617 Direction _currentFacing; // current facing direction variable
758 Direction relativeDir = (targetDir - _currentFacing) & 0x7; in turn()
760 _currentFacing = in turn()
762 ? _currentFacing + 1 in turn()
763 : _currentFacing - 1) in turn()
H A Dactor.cpp964 _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()
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H A Dsagafunc.cpp185 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()
H A Dmotion.h283 if (a->_currentFacing != direction) in turnAction()
H A Ddispnode.cpp573 pose = aa->pose(anim, a->_currentFacing, a->_currentPose); in drawObject()
H A Dtask.cpp1785 dest = actorLoc + dirTable_[a->_currentFacing]; in update()
4131 if (a->_currentFacing != (attendLoc - a->getLocation()).quickDir()) { in update()
H A Dpath.cpp1997 : actor->_currentFacing)]; in findPath()