Searched refs:nuke_defence_y (Results 1 – 3 of 3) sorted by relevance
350 int nuke_defence_y; // saved variable509 …bool hasNuclearDefenceAnimation(int *nuke_defence_time, int *nuke_defence_x, int *nuke_defence_y) … in hasNuclearDefenceAnimation() argument512 *nuke_defence_y = this->nuke_defence_y; in hasNuclearDefenceAnimation()
1746 int nuke_defence_y = 0; in draw() local1747 …urrent_sector->hasNuclearDefenceAnimation(&nuke_defence_time, &nuke_defence_x, &nuke_defence_y) ) { in draw()1753 int ey = nuke_defence_y - 200; in draw()1754 int ypos = (int)(alpha * ey + (1.0 - alpha) * nuke_defence_y); in draw()
815 nuke_defence_animation(false), nuke_defence_time(-1), nuke_defence_x(0), nuke_defence_y(0), in Sector()1524 this->nuke_defence_y = this->buildings[i]->getTurretButton(j)->getTop(); in nukeSector()2877 stream << "nuke_defence_y=\"" << nuke_defence_y << "\" "; in saveState()3046 this->nuke_defence_y = atoi(attribute->Value()); in loadStateParseXMLNode()