Searched refs:get_map_num (Results 1 – 16 of 16) sorted by relevance
229 USECODE_INTRINSIC_PTR(get_map_num), // 0xcb (Exult)
227 USECODE_INTRINSIC_PTR(get_map_num), // 0xca (Exult)
206 USECODE_INTRINSIC_PTR(get_map_num), // 0xb6 (Exult)
395 USECODE_INTRINSIC_DECL(get_map_num);
1832 vs->set_target_map(obj->get_outermost()->get_map_num()); in USECODE_INTRINSIC()3468 USECODE_INTRINSIC(get_map_num) { in USECODE_INTRINSIC() argument3473 return Usecode_value(obj->get_map_num()); in USECODE_INTRINSIC()
142 int get_map_num() const; // Get map number this is in.
620 if (newmap == -1) newmap = get_map_num(); in move()
121 int Game_object::get_map_num() const { // Get map number this is in. in get_map_num() function in Game_object
108 if (target->get_map_num() == 0)
546 int map_num = get_map_num(); in write()
1356 false, actor->get_map_num()); in NPCActivate()2970 false, actor->get_map_num()); in TeleportActivate()
1450 int destmap = other->get_map_num(); in approach_another()1451 int srcmap = get_map_num(); in approach_another()1881 int mapnum = get_map_num(); in teleport_offscreen_to_schedule()
1856 newmap = main_actor->get_map_num(); in teleport_party()
4971 * various: don't make get_map/get_map_num segfault when undefined5052 * objs.h: Added a 'shortcut' get_map_num() member function for5055 Added intrinsic get_map_num.5056 * All files but the header files: Modified to use get_map_num().
166 if (AVATAR->get_map_num() == 0 &&
587 if (gflags[BROKE_TETRAHEDRON] || !(npc->get_map_num() in [0, 1]))