/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/script/ |
H A D | ScriptedAnimation.cpp | 109 if(io.animlayer[0].cur_anim in forceAnim() 115 FinishAnim(&io, io.animlayer[0].cur_anim); in forceAnim() 117 ANIM_Set(&io.animlayer[0], ea); in forceAnim() 118 io.animlayer[0].flags |= EA_FORCEPLAY; in forceAnim() 119 io.animlayer[0].nextflags = 0; in forceAnim() 185 ANIM_Set(&io->animlayer[layer], ea); in setNextAnim() 186 io->animlayer[layer].next_anim = NULL; in setNextAnim() 189 io->animlayer[layer].flags |= EA_LOOP; in setNextAnim() 191 io->animlayer[layer].flags &= ~EA_LOOP; in setNextAnim() 193 io->animlayer[layer].flags |= EA_FORCEPLAY; in setNextAnim() [all …]
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H A D | ScriptedInventory.cpp | 510 FinishAnim(io, io->animlayer[1].cur_anim); in execute() 511 io->animlayer[1].cur_anim = NULL; in execute() 517 FinishAnim(io, io->animlayer[1].cur_anim); in execute() 518 io->animlayer[1].cur_anim = NULL; in execute()
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H A D | ScriptedIOControl.cpp | 529 t->animlayer[0].cur_anim = t->anims[ANIM_DIE]; in execute() 530 t->animlayer[1].cur_anim = NULL; in execute() 531 t->animlayer[2].cur_anim = NULL; in execute() 532 t->animlayer[0].ctime = 9999999; in execute()
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/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/scene/ |
H A D | ChangeLevel.cpp | 1057 std::copy(io->animlayer, io->animlayer + SAVED_MAX_ANIM_LAYERS, ais.animlayer); in ARX_CHANGELEVEL_Push_IO() 1059 ais.animlayer[k].cur_anim = GetIOAnimIdx2(io, io->animlayer[k].cur_anim); in ARX_CHANGELEVEL_Push_IO() 1060 ais.animlayer[k].next_anim = GetIOAnimIdx2(io, io->animlayer[k].next_anim); in ARX_CHANGELEVEL_Push_IO() 2088 std::copy(ais->animlayer, ais->animlayer + SAVED_MAX_ANIM_LAYERS, io->animlayer); in ARX_CHANGELEVEL_Pop_IO() 2094 io->animlayer[k].cur_anim = NULL; in ARX_CHANGELEVEL_Pop_IO() 2097 …if(io->animlayer[k].cur_anim && io->animlayer[k].altidx_cur >= io->animlayer[k].cur_anim->alt_nb) { in ARX_CHANGELEVEL_Pop_IO() 2099 io->animlayer[k].altidx_cur = 0; in ARX_CHANGELEVEL_Pop_IO() 2103 nn = (long)ais->animlayer[k].next_anim; in ARX_CHANGELEVEL_Pop_IO() 2105 io->animlayer[k].next_anim = NULL; in ARX_CHANGELEVEL_Pop_IO() 2108 …if(io->animlayer[k].next_anim && io->animlayer[k].altidx_next >= io->animlayer[k].next_anim->alt_n… in ARX_CHANGELEVEL_Pop_IO() [all …]
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H A D | SaveFormat.h | 649 SavedAnimUse animlayer[SAVED_MAX_ANIM_LAYERS]; member 709 SavedAnimUse animlayer[SAVED_MAX_ANIM_LAYERS]; member 720 std::copy(animlayer, animlayer + SAVED_MAX_ANIM_LAYERS, a.animlayer); in IO_BEHAVIOR_DATA() 732 std::copy(b.animlayer, b.animlayer + SAVED_MAX_ANIM_LAYERS, animlayer);
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H A D | Interactive.cpp | 535 && (io->animlayer[num].cur_anim) in CheckSetAnimOutOfTreatZone() 540 io->animlayer[num].ctime = in CheckSetAnimOutOfTreatZone() 541 …checked_range_cast<long>(io->animlayer[num].cur_anim->anims[io->animlayer[num].altidx_cur]->anim_t… in CheckSetAnimOutOfTreatZone() 1289 memset(&io->animlayer[count], 0, sizeof(ANIM_USE)); in RestoreInitialIOStatusOfIO() 1290 io->animlayer[count].cur_anim = NULL; in RestoreInitialIOStatusOfIO() 1291 io->animlayer[count].next_anim = NULL; in RestoreInitialIOStatusOfIO() 2504 if(io->animlayer[0].cur_anim != NULL) { in GetFirstInterAtPos() 3234 if(io->animlayer[0].cur_anim) { in RenderInter() 3244 if (io->animlayer[0].flags & EA_PAUSED) in RenderInter() 3263 EERIEDrawAnimQuat(io->obj, &io->animlayer[0], &temp, &pos, diff, io, render); in RenderInter()
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/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/gui/ |
H A D | Speech.cpp | 318 if(ValidIOAddress(aspeech[i].io) && aspeech[i].io->animlayer[2].cur_anim) { in ARX_SPEECH_Release() 320 aspeech[i].io->animlayer[2].cur_anim = NULL; in ARX_SPEECH_Release() 485 if ((io->animlayer[2].cur_anim != io->anims[aspeech[i].mood]) in ARX_SPEECH_Update() 486 || (io->animlayer[2].flags & EA_ANIMEND)) in ARX_SPEECH_Update() 489 ANIM_Set(&io->animlayer[2], io->anims[aspeech[i].mood]); in ARX_SPEECH_Update()
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H A D | Interface.cpp | 2281 …else if (((entities.player()->animlayer[1].cur_anim == NULL) || (entities.player()->animlayer[1].… in ARX_INTERFACE_Combat_Mode() 2947 if( (entities.player()->animlayer[1].cur_anim==NULL)|| in ManagePlayerControls() 2948 (entities.player()->animlayer[1].cur_anim == entities.player()->anims[ANIM_WAIT])) in ManagePlayerControls() 3426 ANIM_USE * useanim=&io->animlayer[1]; in ManageKeyMouse()
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/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/game/ |
H A D | NPC.cpp | 348 ANIM_USE * ause1 = &io->animlayer[1]; in ARX_NPC_Behaviour_Change() 356 ANIM_USE * ause0 = &io->animlayer[0]; in ARX_NPC_Behaviour_Change() 363 ANIM_USE * ause1 = &io->animlayer[1]; in ARX_NPC_Behaviour_Change() 473 memcpy(io->animlayer, bd->animlayer, sizeof(ANIM_USE)*MAX_ANIM_LAYERS); in ARX_NPC_Behaviour_UnStack() 2761 io->animlayer[0].next_anim = NULL; in ManageNPCMovement() 2762 io->animlayer[1].next_anim = NULL; in ManageNPCMovement() 2763 io->animlayer[2].next_anim = NULL; in ManageNPCMovement() 2764 io->animlayer[3].next_anim = NULL; in ManageNPCMovement() 3766 io->animlayer[1].cur_anim = NULL; in CheckNPC() 3767 io->animlayer[2].cur_anim = NULL; in CheckNPC() [all …]
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H A D | Player.cpp | 181 && entities.player()->animlayer[1].cur_anim) { in ARX_PLAYER_IsInFightMode() 183 ANIM_USE * ause1 = &entities.player()->animlayer[1]; in ARX_PLAYER_IsInFightMode() 1684 ANIM_USE * ause0 = &io->animlayer[0]; in ARX_PLAYER_Manage_Visual() 1685 ANIM_USE * ause1 = &io->animlayer[1]; in ARX_PLAYER_Manage_Visual() 1686 ANIM_USE * ause3 = &io->animlayer[3]; in ARX_PLAYER_Manage_Visual() 1689 entities.player()->animlayer[1].next_anim = NULL; in ARX_PLAYER_Manage_Visual() 1690 entities.player()->animlayer[2].next_anim = NULL; in ARX_PLAYER_Manage_Visual() 1691 entities.player()->animlayer[3].next_anim = NULL; in ARX_PLAYER_Manage_Visual() 1718 io->animlayer[1].cur_anim = NULL; in ARX_PLAYER_Manage_Visual() 2669 if(entities.player()->animlayer[0].cur_anim) { in PlayerMovementIterate() [all …]
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H A D | NPC.h | 93 ANIM_USE animlayer[MAX_ANIM_LAYERS]; member
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H A D | Entity.cpp | 94 std::memset(animlayer, 0, sizeof(ANIM_USE) * MAX_ANIM_LAYERS); // TODO use constructor in Entity()
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H A D | Spells.cpp | 1150 ANIM_USE * ause1=&io->animlayer[1]; in ARX_SPELLS_UpdateSymbolDraw() 1183 ANIM_USE * ause1=&io->animlayer[1]; in ARX_SPELLS_UpdateSymbolDraw() 2339 if ((io->animlayer[1].cur_anim == io->anims[ANIM_BARE_UNREADY]) || in ARX_SPELLS_ManageMagic() 2341 (io->animlayer[1].cur_anim == io->anims[ANIM_1H_UNREADY_PART_1]) || in ARX_SPELLS_ManageMagic() 2364 ResetAnim(&entities.player()->animlayer[1]); in ARX_SPELLS_ManageMagic() 2365 entities.player()->animlayer[1].flags&=~EA_LOOP; in ARX_SPELLS_ManageMagic() 2832 ANIM_USE *ause1 = &entities.player()->animlayer[1]; in ARX_SPELLS_Precast_Check() 2839 ResetAnim(&entities.player()->animlayer[1]); in ARX_SPELLS_Precast_Check() 2840 entities.player()->animlayer[1].flags&=~EA_LOOP; in ARX_SPELLS_Precast_Check() 2865 ANIM_USE * ause1 = &entities.player()->animlayer[1]; in ARX_SPELLS_Precast_Check() [all …]
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H A D | Entity.h | 257 ANIM_USE animlayer[MAX_ANIM_LAYERS]; variable
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H A D | Damage.cpp | 530 io_dead->animlayer[0].ctime = 9999999; in ARX_DAMAGES_ForceDeath() 577 io_dead->animlayer[1].cur_anim = NULL; in ARX_DAMAGES_ForceDeath() 578 io_dead->animlayer[2].cur_anim = NULL; in ARX_DAMAGES_ForceDeath() 579 io_dead->animlayer[3].cur_anim = NULL; in ARX_DAMAGES_ForceDeath()
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H A D | Equipment.cpp | 547 ANIM_Set(&io->animlayer[1], anim); in ARX_EQUIPMENT_LaunchPlayerUnReadyWeapon() 1071 ANIM_Set(&io->animlayer[1], anim); in ARX_EQUIPMENT_LaunchPlayerReadyWeapon()
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/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/core/ |
H A D | ArxGame.cpp | 1054 if ( (entities.player()) && (entities.player()->animlayer[0].cur_anim) ) in Render() 1094 … if ((player.Interface & INTER_COMBATMODE) && (entities.player()->animlayer[1].cur_anim != NULL)) in Render() 1097 if (entities.player()->animlayer[1].cur_anim!=NULL) in Render() 1120 …EERIEDrawAnimQuat(entities.player()->obj, &entities.player()->animlayer[0], &entities.player()->an… in Render() 1124 if ((player.Interface & INTER_COMBATMODE) && (entities.player()->animlayer[1].cur_anim != NULL)) in Render() 1127 if (entities.player()->animlayer[1].cur_anim!=NULL) in Render() 1139 useanim=&io->animlayer[1]; in Render() 1304 ANIM_Set(&entities.player()->animlayer[1],entities.player()->anims[ANIM_WAIT]); in Render() 1305 entities.player()->animlayer[1].flags|=EA_LOOP; in Render() 1646 && (entities.player()->animlayer[0].cur_anim) ) in Render() [all …]
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H A D | Core.cpp | 2000 ANIM_USE * useanim3=&io->animlayer[3]; in ManageNONCombatModeAnimations() 2139 ANIM_USE * useanim=&io->animlayer[1]; in ManageCombatModeAnimations() 2614 ANIM_USE * useanim=&io->animlayer[1]; in ManageCombatModeAnimationsEND() 2616 ANIM_USE * useanim3=&io->animlayer[3]; in ManageCombatModeAnimationsEND()
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/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/animation/ |
H A D | Animation.cpp | 608 ANIM_USE * animuse=&io->animlayer[count]; in EERIEDrawAnimQuat() 1809 memset(&e->animlayer[count], 0, sizeof(ANIM_USE)); in EERIE_ANIMMANAGER_ReloadAll() 1810 e->animlayer[count].cur_anim = NULL; in EERIE_ANIMMANAGER_ReloadAll() 1811 e->animlayer[count].next_anim = NULL; in EERIE_ANIMMANAGER_ReloadAll()
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H A D | AnimationRender.cpp | 208 animuse = &io->animlayer[count]; in Cedric_AnimCalcTranslation() 259 if(io && io->animlayer[0].cur_anim && update_movement) { in Cedric_AnimCalcTranslation() 290 animuse = &io->animlayer[count]; in Cedric_AnimateObject()
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/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/graphics/data/ |
H A D | Mesh.cpp | 115 if (io->animlayer[count].cur_anim == io->anims[num]) in ReleaseAnimFromIO() 117 memset(&io->animlayer[count], 0, sizeof(ANIM_USE)); in ReleaseAnimFromIO() 118 io->animlayer[count].cur_anim = NULL; in ReleaseAnimFromIO() 121 if (io->animlayer[count].next_anim == io->anims[num]) in ReleaseAnimFromIO() 122 io->animlayer[count].next_anim = NULL; in ReleaseAnimFromIO() 2412 if ((!io->animlayer[0].cur_anim) in AcquireLastAnim() 2413 && (!io->animlayer[1].cur_anim) in AcquireLastAnim() 2414 && (!io->animlayer[2].cur_anim) in AcquireLastAnim() 2415 && (!io->animlayer[3].cur_anim)) return; in AcquireLastAnim() 2431 if(eanim == io->animlayer[0].cur_anim && (io->ioflags & IO_NPC)) { in FinishAnim()
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/dports/games/arx-libertatis/arx-libertatis-1.1.2/tools/savetool/ |
H A D | SaveView.cpp | 513 void print_anim_layers(const SavedAnimUse animlayer[SAVED_MAX_ANIM_LAYERS], const string & pf = str… in print_anim_layers() 516 const SavedAnimUse & layer = animlayer[i]; in print_anim_layers() 1337 print_anim_layers(ais.animlayer); in view_io() 1512 print_anim_layers(b.animlayer, " "); in view_io()
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/dports/games/aquaria/Aquaria-OSE-v1.002-22-g84366ad/Aquaria/ |
H A D | ScriptInterface.cpp | 4477 AnimationLayer *animlayer = skel->getAnimationLayer(lua_tointeger(L, 2)); in luaFunc() local 4478 if (animlayer) in luaFunc() 4479 animlayer->stopAnimation(); in luaFunc() 4490 AnimationLayer *animlayer = skel->getAnimationLayer(lua_tointeger(L, 2)); in luaFunc() local 4491 if (animlayer) in luaFunc() 4492 loop = animlayer->loop ? animlayer->loop : animlayer->enqueuedAnimationLoop; in luaFunc()
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