Home
last modified time | relevance | path

Searched refs:mcodeFunctionReturnCodes (Results 1 – 25 of 32) sorted by relevance

12

/dports/games/scummvm/scummvm-2.5.1/engines/icb/
H A Dfn_routines.cpp32 mcodeFunctionReturnCodes fn_test(int32 &, int32 *);
37 mcodeFunctionReturnCodes fn_set_xyz(int32 &, int32 *);
41 mcodeFunctionReturnCodes fn_set_pan(int32 &, int32 *);
44 mcodeFunctionReturnCodes fn_player(int32 &, int32 *);
45 mcodeFunctionReturnCodes fn_pause(int32 &, int32 *);
65 mcodeFunctionReturnCodes fn_can_see(int32 &, int32 *);
79 mcodeFunctionReturnCodes fn_speak(int32 &, int32 *);
92 mcodeFunctionReturnCodes fn_drop(int32 &, int32 *);
114 mcodeFunctionReturnCodes fn_near(int32 &, int32 *);
173 mcodeFunctionReturnCodes fn_chi(int32 &, int32 *);
[all …]
H A Dsession.h262 mcodeFunctionReturnCodes fn_test(int32 &, int32 *);
266 mcodeFunctionReturnCodes fn_set_xyz(int32 &, int32 *);
267 mcodeFunctionReturnCodes fn_set_pan(int32 &, int32 *);
273 mcodeFunctionReturnCodes fn_pause(int32 &, int32 *);
315 mcodeFunctionReturnCodes fn_speak(int32 &, int32 *);
323 mcodeFunctionReturnCodes fn_drop(int32 &, int32 *);
344 mcodeFunctionReturnCodes fn_near(int32 &, int32 *);
370 mcodeFunctionReturnCodes fn_player(int32 &, int32 *);
404 mcodeFunctionReturnCodes fn_chi(int32 &, int32 *);
430 mcodeFunctionReturnCodes fn_gosub(int32 &, int32 *);
[all …]
H A Dfn_event_functions.cpp186 mcodeFunctionReturnCodes _game_session::fn_post_event(int32 &, int32 *params) { in fn_post_event()
218 mcodeFunctionReturnCodes _game_session::fn_clear_all_events(int32 &, int32 *) { in fn_clear_all_events()
325 mcodeFunctionReturnCodes _game_session::fn_suspend_events(int32 &, int32 *) { in fn_suspend_events()
336 mcodeFunctionReturnCodes _game_session::fn_unsuspend_events(int32 &, int32 *) { in fn_unsuspend_events()
451 mcodeFunctionReturnCodes _game_session::fn_can_see(int32 &result, int32 *params) { in fn_can_see()
563 mcodeFunctionReturnCodes _game_session::fn_line_of_sight_suspend(int32 &, int32 *) { in fn_line_of_sight_suspend()
596 mcodeFunctionReturnCodes _game_session::fn_can_see_in_dark(int32 &, int32 *params) { in fn_can_see_in_dark()
650 mcodeFunctionReturnCodes _game_session::fn_sound_new_entry(int32 &, int32 *params) { in fn_sound_new_entry()
676 mcodeFunctionReturnCodes _game_session::fn_sound_suspend(int32 &, int32 *) { in fn_sound_suspend()
687 mcodeFunctionReturnCodes _game_session::fn_sound_unsuspend(int32 &, int32 *) { in fn_sound_unsuspend()
[all …]
H A Dfn_remora_functions.cpp129 mcodeFunctionReturnCodes _game_session::fn_remora_update_player(int32 &, int32 *) { in fn_remora_update_player()
153 mcodeFunctionReturnCodes _game_session::fn_remora_is_active(int32 &result, int32 *) { in fn_remora_is_active()
161 mcodeFunctionReturnCodes _game_session::fn_remora_get_mode(int32 &result, int32 *) { in fn_remora_get_mode()
172 mcodeFunctionReturnCodes _game_session::fn_remora_set_mode(int32 &, int32 *params) { in fn_remora_set_mode()
180 mcodeFunctionReturnCodes _game_session::fn_remora_picture(int32 &, int32 *params) { in fn_remora_picture()
198 mcodeFunctionReturnCodes _game_session::fn_remora_clear_screen(int32 &, int32 *) { in fn_remora_clear_screen()
206 mcodeFunctionReturnCodes _game_session::fn_remora_add_icon(int32 &, int32 *params) { in fn_remora_add_icon()
240 mcodeFunctionReturnCodes _game_session::fn_remora_choose(int32 &, int32 *) { in fn_remora_choose()
357 mcodeFunctionReturnCodes _game_session::fn_remora_blank_line(int32 &, int32 *) { in fn_remora_blank_line()
492 mcodeFunctionReturnCodes _game_session::fn_remora_default_logic(int32 &, int32 *) { in fn_remora_default_logic()
[all …]
H A Dfn_icon_functions.cpp73 mcodeFunctionReturnCodes _game_session::fn_is_carrying(int32 &result, int32 *params) { in fn_is_carrying()
93 mcodeFunctionReturnCodes _game_session::fn_item_held(int32 &result, int32 *) { in fn_item_held()
101 mcodeFunctionReturnCodes _game_session::fn_is_holding(int32 &result, int32 *params) { in fn_is_holding()
111 mcodeFunctionReturnCodes _game_session::fn_drop(int32 &, int32 *) { in fn_drop()
119 mcodeFunctionReturnCodes _game_session::fn_add_inventory_item(int32 &, int32 *params) { in fn_add_inventory_item()
145 mcodeFunctionReturnCodes _game_session::fn_add_medipacks(int32 &result, int32 *params) { in fn_add_medipacks()
170 mcodeFunctionReturnCodes _game_session::fn_use_medipacks(int32 &, int32 *params) { in fn_use_medipacks()
211 mcodeFunctionReturnCodes _game_session::fn_use_ammo_clips(int32 &, int32 *params) { in fn_use_ammo_clips()
247 mcodeFunctionReturnCodes _game_session::fn_reset_icon_list(int32 &, int32 *params) { in fn_reset_icon_list()
257 mcodeFunctionReturnCodes _game_session::fn_destroy_icon_list(int32 &, int32 *params) { in fn_destroy_icon_list()
[all …]
H A Dfunction.cpp311 mcodeFunctionReturnCodes _game_session::fn_rig_test(int32 &, int32 *) { in fn_rig_test()
336 mcodeFunctionReturnCodes _game_session::fn_create_mega(int32 &, int32 *) { in fn_create_mega()
455 mcodeFunctionReturnCodes _game_session::fn_set_xyz(int32 &, int32 *) { in fn_set_xyz()
463 mcodeFunctionReturnCodes fn_set_pan(int32 &result, int32 *params) { in fn_set_pan()
468 mcodeFunctionReturnCodes _game_session::fn_set_pan(int32 &, int32 *) { in fn_set_pan()
942 mcodeFunctionReturnCodes _game_session::fn_reset_player(int32 &, int32 *) { in fn_reset_player()
2639 mcodeFunctionReturnCodes _game_session::fn_no_logic(int32 &, int32 *) { in fn_no_logic()
3096 mcodeFunctionReturnCodes _game_session::fn_pop_coords(int32 &, int32 *) { in fn_pop_coords()
3118 mcodeFunctionReturnCodes _game_session::fn_shadows_on(int32 &, int32 *) { in fn_shadows_on()
3289 mcodeFunctionReturnCodes _game_session::fn_unlock_y(int32 &, int32 *) { in fn_unlock_y()
[all …]
H A Dfn_sound.cpp59 mcodeFunctionReturnCodes _game_session::fn_set_sfx(int32 &, int32 *params) { in fn_set_sfx()
92 mcodeFunctionReturnCodes _game_session::fn_play_sfx(int32 &, int32 *params) { in fn_play_sfx()
101 mcodeFunctionReturnCodes _game_session::fn_play_sfx_xyz(int32 &, int32 *params) { in fn_play_sfx_xyz()
119 mcodeFunctionReturnCodes _game_session::fn_play_sfx_time(int32 &, int32 *params) { in fn_play_sfx_time()
157 mcodeFunctionReturnCodes _game_session::fn_stop_sfx(int32 &, int32 *params) { in fn_stop_sfx()
187 mcodeFunctionReturnCodes fn_play_common_xa_music(int32 &, int32 * /*params*/) { in fn_play_common_xa_music()
192 mcodeFunctionReturnCodes fn_play_common_vag_music(int32 &, int32 * /*params*/) { in fn_play_common_vag_music()
197 mcodeFunctionReturnCodes fn_play_mission_xa_music(int32 &, int32 * /*params*/) { in fn_play_mission_xa_music()
202 mcodeFunctionReturnCodes fn_play_mission_vag_music(int32 &, int32 * /*params*/) { in fn_play_mission_vag_music()
207 mcodeFunctionReturnCodes fn_play_common_fx(int32 &, int32 * /*params*/) { in fn_play_common_fx()
[all …]
H A Dfn_sting_pc.cpp40 mcodeFunctionReturnCodes fn_play_sting(int32 &result, int32 *params) { return (MS->fn_play_sting(re… in fn_play_sting()
42 mcodeFunctionReturnCodes fn_stop_sting(int32 &result, int32 *params) { return (MS->fn_stop_sting(re… in fn_stop_sting()
52 mcodeFunctionReturnCodes speak_end_music(int32 &result, int32 *params) { return (MS->speak_end_musi… in speak_end_music()
124 mcodeFunctionReturnCodes _game_session::fn_play_sting(int32 &, int32 *params) { in fn_play_sting()
138 mcodeFunctionReturnCodes _game_session::fn_preload_sting(int32 &, int32 *params) { in fn_preload_sting()
152 mcodeFunctionReturnCodes _game_session::fn_stop_sting(int32 &, int32 *) { in fn_stop_sting()
168 mcodeFunctionReturnCodes _game_session::speak_allocate_music(int32 &, int32 *params) { in speak_allocate_music()
184 mcodeFunctionReturnCodes _game_session::speak_preload_music(int32 &, int32 *params) { in speak_preload_music()
198 mcodeFunctionReturnCodes _game_session::speak_play_music(int32 &, int32 *params) { in speak_play_music()
212 mcodeFunctionReturnCodes _game_session::speak_stop_music(int32 &, int32 *) { in speak_stop_music()
[all …]
H A Dlogic.cpp102 mcodeFunctionReturnCodes _game_session::fn_deactivate_sparkle(int32 &, int32 *) { in fn_deactivate_sparkle()
297 mcodeFunctionReturnCodes _game_session::fn_get_weapon(int32 &result, int32 *) { in fn_get_weapon()
438 mcodeFunctionReturnCodes fn_context_chosen_logic(int32 &result, int32 *params) { in fn_context_chosen_logic()
467 mcodeFunctionReturnCodes _game_session::fn_kill_me(int32 &, int32 *) { in fn_kill_me()
585 mcodeFunctionReturnCodes fn_shut_down_object(int32 &result, int32 *params) { in fn_shut_down_object()
598 mcodeFunctionReturnCodes fn_pause(int32 &result, int32 *params) { in fn_pause()
603 mcodeFunctionReturnCodes _game_session::fn_pause(int32 &, int32 *params) { in fn_pause()
624 mcodeFunctionReturnCodes fn_missing_routine(int32 &, int32 *) { in fn_missing_routine()
662 mcodeFunctionReturnCodes _game_session::fn_restart_object(int32 &, int32 *) { in fn_restart_object()
684 mcodeFunctionReturnCodes _game_session::fn_new_script(int32 &, int32 *params) { in fn_new_script()
[all …]
H A Dspeech.cpp172 mcodeFunctionReturnCodes _game_session::fn_add_talker(int32 &, int32 *params) { in fn_add_talker()
216 mcodeFunctionReturnCodes _game_session::fn_issue_speech_request(int32 &, int32 *) { in fn_issue_speech_request()
323 mcodeFunctionReturnCodes _game_session::fn_kill_conversations(int32 &, int32 *) { in fn_kill_conversations()
333 mcodeFunctionReturnCodes _game_session::fn_converse(int32 &, int32 *) { in fn_converse()
340 mcodeFunctionReturnCodes ret; in fn_converse()
503 mcodeFunctionReturnCodes _game_session::fn_speak(int32 &, int32 *params) { in fn_speak()
659 mcodeFunctionReturnCodes _game_session::fn_speech_colour(int32 &, int32 *params) { in fn_speech_colour()
1057 mcodeFunctionReturnCodes _game_session::speak_new_menu(int32 &, int32 *) { in speak_new_menu()
1074 mcodeFunctionReturnCodes _game_session::speak_close_menu(int32 &, int32 *) { in speak_close_menu()
1107 mcodeFunctionReturnCodes _game_session::speak_user_chooser(int32 &, int32 *) { in speak_user_chooser()
[all …]
H A Dfn_fx.cpp39 mcodeFunctionReturnCodes fx_widescreen(int32 &, int32 *params) { in fx_widescreen()
56 mcodeFunctionReturnCodes _simple_fx(int32 mode, int32 toFrom, int32 fr, int32 fg, int32 fb, int32 r… in _simple_fx()
65 mcodeFunctionReturnCodes fx_brighten_to(int32 &, int32 *p) { return _simple_fx(0, 1, 0, 0, 0, p[0],… in fx_brighten_to()
67 mcodeFunctionReturnCodes fx_brighten_from(int32 &, int32 *p) { return _simple_fx(0, 0, 0, 0, 0, p[0… in fx_brighten_from()
69 mcodeFunctionReturnCodes fx_darken_to(int32 &, int32 *p) { return _simple_fx(1, 1, 0, 0, 0, p[0], p… in fx_darken_to()
71 mcodeFunctionReturnCodes fx_darken_from(int32 &, int32 *p) { return _simple_fx(1, 0, 0, 0, 0, p[0],… in fx_darken_from()
73 mcodeFunctionReturnCodes fx_fade_to(int32 &, int32 *p) { return _simple_fx(2, 1, 0, 0, 0, p[0], p[1… in fx_fade_to()
75 mcodeFunctionReturnCodes fx_fade_from(int32 &, int32 *p) { return _simple_fx(2, 0, 0, 0, 0, p[0], p… in fx_fade_from()
78 mcodeFunctionReturnCodes fx_blend(int32 &, int32 *p) { return _simple_fx(3, 1, p[0], p[1], p[2], p[… in fx_blend()
H A Dfn_interact.cpp78 mcodeFunctionReturnCodes _game_session::fn_set_interacting(int32 &, int32 *params) { in fn_set_interacting()
97 mcodeFunctionReturnCodes _game_session::fn_clear_interacting(int32 &, int32 *) { in fn_clear_interacting()
122 mcodeFunctionReturnCodes _game_session::fn_route_to_custom_prop_interact(int32 &result, int32 *para… in fn_route_to_custom_prop_interact()
143 mcodeFunctionReturnCodes _game_session::fn_sony_door_interact(int32 &result, int32 *params) { in fn_sony_door_interact()
219 mcodeFunctionReturnCodes _game_session::fn_custom_prop_interact(int32 &result, int32 *params) { in fn_custom_prop_interact()
224 mcodeFunctionReturnCodes _game_session::fn_generic_prop_interact(int32 &result, int32 *params) { in fn_generic_prop_interact()
503 mcodeFunctionReturnCodes _game_session::fn_is_there_interact_object(int32 &result, int32 *) { in fn_is_there_interact_object()
511 mcodeFunctionReturnCodes _game_session::fn_get_interact_object_id(int32 &result, int32 *) { in fn_get_interact_object_id()
519 mcodeFunctionReturnCodes _game_session::fn_is_object_interact_object(int32 &result, int32 *params) { in fn_is_object_interact_object()
536 mcodeFunctionReturnCodes _game_session::fn_unregister_for_auto_interaction(int32 &, int32 *) { in fn_unregister_for_auto_interaction()
[all …]
H A Dchi.cpp69 mcodeFunctionReturnCodes _game_session::fn_simple_chi(int32 &, int32 *) { in fn_simple_chi()
77 mcodeFunctionReturnCodes _game_session::fn_start_chi_following(int32 &, int32 *) { in fn_start_chi_following()
97 mcodeFunctionReturnCodes _game_session::fn_stop_chi_following(int32 &, int32 *) { in fn_stop_chi_following()
148 mcodeFunctionReturnCodes _game_session::fn_send_chi_to_this_object(int32 &, int32 *) { in fn_send_chi_to_this_object()
163 mcodeFunctionReturnCodes _game_session::fn_fetch_chi_mode(int32 &result, int32 *) { in fn_fetch_chi_mode()
176 mcodeFunctionReturnCodes _game_session::fn_chi_heard_gunshot(int32 &, int32 *) { in fn_chi_heard_gunshot()
187 mcodeFunctionReturnCodes _game_session::fn_calibrate_chi(int32 &, int32 *params) { in fn_calibrate_chi()
244 mcodeFunctionReturnCodes _game_session::fn_chi(int32 &, int32 *) { in fn_chi()
774 mcodeFunctionReturnCodes _game_session::fn_check_for_chi(int32 &result, int32 *) { in fn_check_for_chi()
807 mcodeFunctionReturnCodes _game_session::fn_wait_for_chi(int32 &, int32 *) { in fn_wait_for_chi()
[all …]
H A Dfn_animation.cpp100 mcodeFunctionReturnCodes _game_session::fn_face_camera(int32 &, int32 *params) { in fn_face_camera()
172 mcodeFunctionReturnCodes _game_session::fn_set_feet_to_pan(int32 &, int32 *) { in fn_set_feet_to_pan()
182 mcodeFunctionReturnCodes _game_session::fn_face_coord(int32 &, int32 *params) { in fn_face_coord()
216 mcodeFunctionReturnCodes _game_session::fn_face_nicos_pan(int32 &, int32 *params) { in fn_face_nicos_pan()
284 mcodeFunctionReturnCodes _game_session::fn_face_object(int32 &, int32 *params) { in fn_face_object()
332 mcodeFunctionReturnCodes _game_session::fn_fast_face_object(int32 &, int32 *params) { in fn_fast_face_object()
380 mcodeFunctionReturnCodes _game_session::fn_fast_face_coord(int32 &, int32 *params) { in fn_fast_face_coord()
1253 mcodeFunctionReturnCodes _game_session::fn_apply_bullet(int32 &, int32 *) { in fn_apply_bullet()
1269 mcodeFunctionReturnCodes _game_session::fn_sync_with_mega(int32 &, int32 *params) { in fn_sync_with_mega()
1457 mcodeFunctionReturnCodes _game_session::fn_apply_anim_y(int32 &, int32 *params) { in fn_apply_anim_y()
[all …]
H A Danimation.cpp43 mcodeFunctionReturnCodes fn_prop_animate(int32 &result, int32 *params) { return (MS->fn_prop_animat… in fn_prop_animate()
45 mcodeFunctionReturnCodes fn_prop_set_to_last_frame(int32 &result, int32 *params) { return (MS->fn_p… in fn_prop_set_to_last_frame()
47 mcodeFunctionReturnCodes fn_prop_set_to_first_frame(int32 &result, int32 *params) { return (MS->fn_… in fn_prop_set_to_first_frame()
49 mcodeFunctionReturnCodes fn_test_prop_anim(int32 &result, int32 *params) { return (MS->fn_test_prop… in fn_test_prop_anim()
51 mcodeFunctionReturnCodes fn_inherit_prop_anim_height(int32 &result, int32 *params) { return (MS->fn… in fn_inherit_prop_anim_height()
55 mcodeFunctionReturnCodes _game_session::fn_prop_animate(int32 &, int32 *params) { in fn_prop_animate()
130 mcodeFunctionReturnCodes _game_session::fn_prop_set_to_last_frame(int32 &, int32 *params) { in fn_prop_set_to_last_frame()
161 mcodeFunctionReturnCodes _game_session::fn_prop_set_to_first_frame(int32 &, int32 *params) { in fn_prop_set_to_first_frame()
191 mcodeFunctionReturnCodes _game_session::fn_test_prop_anim(int32 &result, int32 *params) { in fn_test_prop_anim()
259 mcodeFunctionReturnCodes _game_session::fn_inherit_prop_anim_height_id(int32 &, int32 *params) { in fn_inherit_prop_anim_height_id()
[all …]
H A Dfootstep.cpp43 mcodeFunctionReturnCodes fn_set_default_footstep_sfx(int32 &result, int32 *params) { return (MS->fn… in fn_set_default_footstep_sfx()
45 mcodeFunctionReturnCodes fn_set_floor_footstep_sfx(int32 &result, int32 *params) { return (MS->fn_s… in fn_set_floor_footstep_sfx()
47 mcodeFunctionReturnCodes fn_set_footstep_weight(int32 &result, int32 *params) { return (MS->fn_set_… in fn_set_footstep_weight()
49 mcodeFunctionReturnCodes fn_set_special_footstep(int32 &result, int32 *params) { return (MS->fn_set… in fn_set_special_footstep()
53 mcodeFunctionReturnCodes _game_session::fn_set_default_footstep_sfx(int32 &, int32 *params) { in fn_set_default_footstep_sfx()
63 mcodeFunctionReturnCodes _game_session::fn_set_floor_footstep_sfx(int32 &, int32 *params) { in fn_set_floor_footstep_sfx()
85 mcodeFunctionReturnCodes _game_session::fn_set_footstep_weight(int32 &, int32 *params) { in fn_set_footstep_weight()
105 mcodeFunctionReturnCodes _game_session::fn_set_special_footstep(int32 &, int32 *params) { in fn_set_special_footstep()
H A Dcustom_logics.cpp43 mcodeFunctionReturnCodes fn_set_custom_simple_animator(int32 &result, int32 *params) { return (MS->… in fn_set_custom_simple_animator()
45 mcodeFunctionReturnCodes fn_set_custom_button_operated_door(int32 &result, int32 *params) { return … in fn_set_custom_button_operated_door()
47 mcodeFunctionReturnCodes fn_set_custom_auto_door(int32 &result, int32 *params) { return (MS->fn_set… in fn_set_custom_auto_door()
49 mcodeFunctionReturnCodes fn_set_cad_lock_status(int32 &result, int32 *params) { return (MS->fn_set_… in fn_set_cad_lock_status()
51 mcodeFunctionReturnCodes fn_get_cad_state_flag(int32 &result, int32 *params) { return (MS->fn_get_c… in fn_get_cad_state_flag()
53 mcodeFunctionReturnCodes _game_session::fn_set_custom_simple_animator(int32 &, int32 *) { in fn_set_custom_simple_animator()
108 mcodeFunctionReturnCodes _game_session::fn_set_custom_button_operated_door(int32 &, int32 *params) { in fn_set_custom_button_operated_door()
282 mcodeFunctionReturnCodes _game_session::fn_set_custom_auto_door(int32 &, int32 *params) { in fn_set_custom_auto_door()
411 mcodeFunctionReturnCodes _game_session::fn_set_cad_lock_status(int32 &, int32 *params) { in fn_set_cad_lock_status()
426 mcodeFunctionReturnCodes _game_session::fn_get_cad_state_flag(int32 &result, int32 *params) { in fn_get_cad_state_flag()
H A Dmega_interaction.cpp47 mcodeFunctionReturnCodes fn_mega_interacts(int32 &result, int32 *params) { return (MS->fn_mega_inte… in fn_mega_interacts()
49 mcodeFunctionReturnCodes fn_mega_generic_interact(int32 &result, int32 *params) { return (MS->fn_me… in fn_mega_generic_interact()
51 mcodeFunctionReturnCodes fn_interact_with_id(int32 &result, int32 *params) { return (MS->fn_interac… in fn_interact_with_id()
53 mcodeFunctionReturnCodes _game_session::fn_interact_with_id(int32 &, int32 *params) { in fn_interact_with_id()
108 mcodeFunctionReturnCodes _game_session::fn_mega_interacts(int32 &, int32 *params) { in fn_mega_interacts()
166 mcodeFunctionReturnCodes _game_session::fn_mega_generic_interact(int32 &, int32 *params) { in fn_mega_generic_interact()
H A Droute_manager.cpp46 mcodeFunctionReturnCodes fn_route_to_marker(int32 &result, int32 *params) { in fn_route_to_marker()
50 mcodeFunctionReturnCodes fn_route_to_nico(int32 &result, int32 *params) { in fn_route_to_nico()
54 mcodeFunctionReturnCodes fn_tiny_route(int32 &result, int32 *params) { in fn_tiny_route()
58 mcodeFunctionReturnCodes fn_sharp_route(int32 &result, int32 *params) { in fn_sharp_route()
62 mcodeFunctionReturnCodes fn_route_to_near_mega(int32 &result, int32 *params) { in fn_route_to_near_mega()
66 mcodeFunctionReturnCodes fn_interact_near_mega(int32 &result, int32 *params) { in fn_interact_near_mega()
70 mcodeFunctionReturnCodes fn_sharp_route_to_near_mega(int32 &result, int32 *params) { in fn_sharp_route_to_near_mega()
74 mcodeFunctionReturnCodes fn_spectre_route_to_mega(int32 &result, int32 *params) { in fn_spectre_route_to_mega()
78 mcodeFunctionReturnCodes fn_laser_route(int32 &result, int32 *params) { in fn_laser_route()
82 mcodeFunctionReturnCodes fn_room_route(int32 &result, int32 *params) { in fn_room_route()
[all …]
H A Dcamera.cpp52 mcodeFunctionReturnCodes fn_floor_and_floor_camera_linked(int32 &result, int32 *params) { return (M… in fn_floor_and_floor_camera_linked()
54 mcodeFunctionReturnCodes fn_switch_to_manual_camera(int32 &result, int32 *params) { return (MS->fn_… in fn_switch_to_manual_camera()
56 mcodeFunctionReturnCodes fn_cancel_manual_camera(int32 &result, int32 *params) { return (MS->fn_can… in fn_cancel_manual_camera()
58 mcodeFunctionReturnCodes fn_is_current_camera(int32 &result, int32 *params) { return (MS->fn_is_cur… in fn_is_current_camera()
60 mcodeFunctionReturnCodes fn_is_current_location(int32 &result, int32 *params) { return (MS->fn_is_c… in fn_is_current_location()
62 mcodeFunctionReturnCodes _game_session::fn_floor_and_floor_camera_linked(int32 &, int32 *params) { in fn_floor_and_floor_camera_linked()
479 mcodeFunctionReturnCodes _game_session::fn_switch_to_manual_camera(int32 &, int32 *params) { in fn_switch_to_manual_camera()
512 mcodeFunctionReturnCodes _game_session::fn_is_current_camera(int32 &result, int32 *params) { in fn_is_current_camera()
531 mcodeFunctionReturnCodes _game_session::fn_is_current_location(int32 &result, int32 *params) { in fn_is_current_location()
552 mcodeFunctionReturnCodes _game_session::fn_cancel_manual_camera(int32 &, int32 *) { in fn_cancel_manual_camera()
H A Dbone.cpp420 mcodeFunctionReturnCodes fn_set_neck_bone(int32 &result, int32 *params) { return (MS->fn_set_neck_b… in fn_set_neck_bone()
422 mcodeFunctionReturnCodes fn_set_neck_vector(int32 &result, int32 *params) { return (MS->fn_set_neck… in fn_set_neck_vector()
424 mcodeFunctionReturnCodes speak_set_neck_vector(int32 &result, int32 *params) { return (MS->speak_se… in speak_set_neck_vector()
426 mcodeFunctionReturnCodes fn_simple_look(int32 &result, int32 *params) { return (MS->fn_simple_look(… in fn_simple_look()
428 mcodeFunctionReturnCodes speak_simple_look(int32 &result, int32 *params) { return (MS->speak_simple… in speak_simple_look()
462 mcodeFunctionReturnCodes _game_session::fn_simple_look(int32 &, int32 *params) { in fn_simple_look()
479 mcodeFunctionReturnCodes _game_session::speak_simple_look(int32 &, int32 *params) { in speak_simple_look()
508 mcodeFunctionReturnCodes _game_session::fn_set_neck_bone(int32 &, int32 *params) { in fn_set_neck_bone()
531 mcodeFunctionReturnCodes _game_session::fn_set_neck_vector(int32 &, int32 *params) { in fn_set_neck_vector()
562 mcodeFunctionReturnCodes _game_session::speak_set_neck_vector(int32 &, int32 *params) { in speak_set_neck_vector()
H A Dfn_fx_pc.cpp34 mcodeFunctionReturnCodes fx_narrow_screen(int32 &result, int32 *params) { return (MS->fx_narrow_scr… in fx_narrow_screen()
36 mcodeFunctionReturnCodes fx_generic_fade(int32 &result, int32 *params) { return (MS->fx_generic_fad… in fx_generic_fade()
38 mcodeFunctionReturnCodes _game_session::fx_narrow_screen(int32 &, int32 *params) { in fx_narrow_screen()
155 mcodeFunctionReturnCodes _game_session::fx_generic_fade(int32 &, int32 *params) { in fx_generic_fade()
H A Dfn_routines.h36 enum mcodeFunctionReturnCodes { IR_STOP = 0, IR_CONT = 1, IR_TERMINATE = 2, IR_REPEAT = 3, IR_GOSUB… enum
40 extern mcodeFunctionReturnCodes (*McodeTable[NO_API_ROUTINES])(int32 &, int32 *);
H A Dasync_generic.cpp37 mcodeFunctionReturnCodes fn_preload_basics(int32 &result, int32 *params) { return (MS->fn_preload_b… in fn_preload_basics()
42 mcodeFunctionReturnCodes _game_session::fn_preload_basics(int32 &, int32 *) { in fn_preload_basics()
H A Dfn_movie_pc.cpp44 mcodeFunctionReturnCodes fn_play_movie(int32 &result, int32 *params) { return (MS->fn_play_movie(re… in fn_play_movie()
46 mcodeFunctionReturnCodes _game_session::fn_play_movie(int32 &, int32 *params) { in fn_play_movie()

12