Searched refs:numAnimButs (Results 1 – 7 of 7) sorted by relevance
34 int numAnimButs; variable58 animbuts[numAnimButs].ongui = guin; in Button_Animate()59 animbuts[numAnimButs].onguibut = objn; in Button_Animate()61 animbuts[numAnimButs].view = view; in Button_Animate()62 animbuts[numAnimButs].loop = loop; in Button_Animate()63 animbuts[numAnimButs].speed = speed; in Button_Animate()65 animbuts[numAnimButs].frame = -1; in Button_Animate()66 animbuts[numAnimButs].wait = 0; in Button_Animate()67 numAnimButs++; in Button_Animate()186 extern int numAnimButs;[all …]
108 extern int numAnimButs;1242 for (int i = 0; i < numAnimButs; ++i) in WriteAnimatedButtons_Aligned()1252 out->WriteInt32(numAnimButs); in save_game_gui()1729 for (int i = 0; i < numAnimButs; ++i) in ReadAnimatedButtons_Aligned()1746 numAnimButs = in->ReadInt32(); in restore_game_gui()
60 if (_G(numAnimButs) >= MAX_ANIMATING_BUTTONS) in Button_Animate()68 _G(animbuts)[_G(numAnimButs)].ongui = guin; in Button_Animate()71 _G(animbuts)[_G(numAnimButs)].view = view; in Button_Animate()72 _G(animbuts)[_G(numAnimButs)].loop = loop; in Button_Animate()73 _G(animbuts)[_G(numAnimButs)].speed = speed; in Button_Animate()75 _G(animbuts)[_G(numAnimButs)].frame = -1; in Button_Animate()76 _G(animbuts)[_G(numAnimButs)].wait = 0; in Button_Animate()77 _G(numAnimButs)++; in Button_Animate()81 StopButtonAnimation(_G(numAnimButs) - 1); in Button_Animate()237 _G(numAnimButs)--; in StopButtonAnimation()[all …]
60 extern int numAnimButs;595 for (int aa = 0; aa < numAnimButs; aa++) { in game_loop_update_animated_buttons()
217 for (int i = 0; i < _G(numAnimButs); ++i) { in ReadAnimatedButtons_Aligned()233 _G(numAnimButs) = in->ReadInt32(); in restore_game_gui()
561 out->WriteInt32(_G(numAnimButs)); in WriteGUI()562 for (int i = 0; i < _G(numAnimButs); ++i) in WriteGUI()626 _G(numAnimButs) = anim_count; in ReadGUI()627 for (int i = 0; i < _G(numAnimButs); ++i) in ReadGUI()
585 for (int aa = 0; aa < _G(numAnimButs); aa++) { in game_loop_update_animated_buttons()