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Searched refs:nuke_defence_y (Results 1 – 3 of 3) sorted by relevance

/dports/games/gigalomania/gigalomaniasrc/
H A Dsector.h350 int nuke_defence_y; // saved variable
509 …bool hasNuclearDefenceAnimation(int *nuke_defence_time, int *nuke_defence_x, int *nuke_defence_y) … in hasNuclearDefenceAnimation() argument
512 *nuke_defence_y = this->nuke_defence_y; in hasNuclearDefenceAnimation()
H A Dgamestate.cpp1746 int nuke_defence_y = 0; in draw() local
1747 …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()
H A Dsector.cpp815 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()