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Searched refs:moveToActive (Results 1 – 5 of 5) sorted by relevance

/dports/print/scribus-devel/scribus-1.5.7/scribus/ui/
H A Dprefs_pagesizes.cpp30 connect(toActiveButton, SIGNAL(clicked()), this, SLOT(moveToActive())); in Prefs_PageSizes()
79 void Prefs_PageSizes::moveToActive() in moveToActive() function in Prefs_PageSizes
H A Dprefs_pagesizes.h32 void moveToActive();
/dports/games/openmw/openmw-openmw-0.47.0/apps/openmw/mwbase/
H A Dworld.hpp284 … MWWorld::Ptr& ptr, float x, float y, float z, bool movePhysics=true, bool moveToActive=false) = 0;
290 …World::Ptr moveObjectBy(const MWWorld::Ptr &ptr, osg::Vec3f vec, bool moveToActive, bool ignoreCol…
/dports/games/openmw/openmw-openmw-0.47.0/apps/openmw/mwworld/
H A Dworldimp.hpp373 …onst Ptr& ptr, float x, float y, float z, bool movePhysics=true, bool moveToActive=false) override;
379 …MWWorld::Ptr moveObjectBy(const Ptr& ptr, osg::Vec3f vec, bool moveToActive, bool ignoreCollisions…
H A Dworldimp.cpp1241 … World::moveObject (const Ptr& ptr, float x, float y, float z, bool movePhysics, bool moveToActive) in moveObject() argument
1250 if (cell->isExterior() || (moveToActive && isCellActive && ptr.getClass().isActor())) in moveObject()
1256 …MWWorld::Ptr World::moveObjectBy(const Ptr& ptr, osg::Vec3f vec, bool moveToActive, bool ignoreCol… in moveObjectBy() argument
1263 …return moveObject(ptr, newpos.x(), newpos.y(), newpos.z(), false, moveToActive && ptr != getPlayer… in moveObjectBy()