/dports/games/barony/Barony-3.3.7/src/ |
H A D | monster_shadow.cpp | 510 node_t* shieldNode = list_Node(&my->children, 8); in shadowMoveBodyparts() local 511 if ( shieldNode ) in shadowMoveBodyparts() 513 Entity* shield = (Entity*)shieldNode->element; in shadowMoveBodyparts() 547 node_t* shieldNode = list_Node(&my->children, 8); in shadowMoveBodyparts() local 548 if ( shieldNode ) in shadowMoveBodyparts() 550 Entity* shield = (Entity*)shieldNode->element; in shadowMoveBodyparts() 921 node_t* shieldNode = list_Node(&my->children, 8); in shadowMoveBodyparts() local 922 if ( shieldNode ) in shadowMoveBodyparts() 924 Entity* shield = (Entity*)shieldNode->element; in shadowMoveBodyparts() 1280 node_t* shieldNode = list_Node(&my->children, 8); in shadowMoveBodyparts() local [all …]
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H A D | monster_incubus.cpp | 706 node_t* shieldNode = list_Node(&my->children, 8); in incubusMoveBodyparts() local 707 if ( shieldNode ) in incubusMoveBodyparts() 709 Entity* shield = (Entity*)shieldNode->element; in incubusMoveBodyparts() 1039 node_t* shieldNode = list_Node(&my->children, 8); in incubusMoveBodyparts() local 1040 if ( shieldNode ) in incubusMoveBodyparts() 1042 Entity* shield = (Entity*)shieldNode->element; in incubusMoveBodyparts() 1364 node_t* shieldNode = list_Node(&my->children, LIMB_HUMANOID_SHIELD); in incubusMoveBodyparts() local 1365 if ( shieldNode ) in incubusMoveBodyparts() 1367 Entity* shieldEntity = (Entity*)shieldNode->element; in incubusMoveBodyparts()
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H A D | monster_gnome.cpp | 628 node_t* shieldNode = list_Node(&my->children, 8); in gnomeMoveBodyparts() local 629 if ( shieldNode ) in gnomeMoveBodyparts() 631 Entity* shield = (Entity*)shieldNode->element; in gnomeMoveBodyparts() 858 node_t* shieldNode = list_Node(&my->children, 8); in gnomeMoveBodyparts() local 859 if ( shieldNode ) in gnomeMoveBodyparts() 861 Entity* shieldEntity = (Entity*)shieldNode->element; in gnomeMoveBodyparts()
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H A D | monster_succubus.cpp | 583 node_t* shieldNode = list_Node(&my->children, 8); in succubusMoveBodyparts() local 584 if ( shieldNode ) in succubusMoveBodyparts() 586 Entity* shield = (Entity*)shieldNode->element; in succubusMoveBodyparts() 901 node_t* shieldNode = list_Node(&my->children, LIMB_HUMANOID_SHIELD); in succubusMoveBodyparts() local 902 if ( shieldNode ) in succubusMoveBodyparts() 904 Entity* shieldEntity = (Entity*)shieldNode->element; in succubusMoveBodyparts()
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H A D | monster_goblin.cpp | 747 node_t* shieldNode = list_Node(&my->children, 8); in goblinMoveBodyparts() local 748 if ( shieldNode ) in goblinMoveBodyparts() 750 Entity* shield = (Entity*)shieldNode->element; in goblinMoveBodyparts() 1059 node_t* shieldNode = list_Node(&my->children, 8); in goblinMoveBodyparts() local 1060 if ( shieldNode ) in goblinMoveBodyparts() 1062 Entity* shieldEntity = (Entity*)shieldNode->element; in goblinMoveBodyparts()
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H A D | monster_kobold.cpp | 746 node_t* shieldNode = list_Node(&my->children, 8); in koboldMoveBodyparts() local 747 if ( shieldNode ) in koboldMoveBodyparts() 749 Entity* shield = (Entity*)shieldNode->element; in koboldMoveBodyparts() 1035 node_t* shieldNode = list_Node(&my->children, 8); in koboldMoveBodyparts() local 1036 if ( shieldNode ) in koboldMoveBodyparts() 1038 Entity* shieldEntity = (Entity*)shieldNode->element; in koboldMoveBodyparts()
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H A D | monster_vampire.cpp | 590 node_t* shieldNode = list_Node(&my->children, 8); in vampireMoveBodyparts() local 591 if ( shieldNode ) in vampireMoveBodyparts() 593 Entity* shield = (Entity*)shieldNode->element; in vampireMoveBodyparts() 1269 node_t* shieldNode = list_Node(&my->children, 8); in vampireMoveBodyparts() local 1270 if ( shieldNode ) in vampireMoveBodyparts() 1272 Entity* shieldEntity = (Entity*)shieldNode->element; in vampireMoveBodyparts()
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H A D | monster_automaton.cpp | 1004 node_t* shieldNode = list_Node(&my->children, 8); in automatonMoveBodyparts() local 1005 if ( shieldNode ) in automatonMoveBodyparts() 1007 Entity* shield = (Entity*)shieldNode->element; in automatonMoveBodyparts() 1317 node_t* shieldNode = list_Node(&my->children, LIMB_HUMANOID_SHIELD); in automatonMoveBodyparts() local 1318 if ( shieldNode ) in automatonMoveBodyparts() 1320 Entity* shieldEntity = (Entity*)shieldNode->element; in automatonMoveBodyparts()
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H A D | monster_goatman.cpp | 1028 node_t* shieldNode = list_Node(&my->children, 8); in goatmanMoveBodyparts() local 1029 if ( shieldNode ) in goatmanMoveBodyparts() 1031 Entity* shield = (Entity*)shieldNode->element; in goatmanMoveBodyparts() 1339 node_t* shieldNode = list_Node(&my->children, 8); in goatmanMoveBodyparts() local 1340 if ( shieldNode ) in goatmanMoveBodyparts() 1342 Entity* shieldEntity = (Entity*)shieldNode->element; in goatmanMoveBodyparts()
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H A D | monster_insectoid.cpp | 1147 node_t* shieldNode = list_Node(&my->children, LIMB_HUMANOID_SHIELD); in insectoidMoveBodyparts() local 1148 if ( shieldNode ) in insectoidMoveBodyparts() 1150 Entity* shield = (Entity*)shieldNode->element; in insectoidMoveBodyparts() 1552 node_t* shieldNode = list_Node(&my->children, 8); in insectoidMoveBodyparts() local 1553 if ( shieldNode ) in insectoidMoveBodyparts() 1555 Entity* shieldEntity = (Entity*)shieldNode->element; in insectoidMoveBodyparts()
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H A D | monster_shopkeeper.cpp | 1269 node_t* shieldNode = list_Node(&my->children, 8); in shopkeeperMoveBodyparts() local 1270 if ( shieldNode ) in shopkeeperMoveBodyparts() 1272 Entity* shield = (Entity*)shieldNode->element; in shopkeeperMoveBodyparts() 1604 node_t* shieldNode = list_Node(&my->children, LIMB_HUMANOID_SHIELD); in shopkeeperMoveBodyparts() local 1605 if ( shieldNode ) in shopkeeperMoveBodyparts() 1607 Entity* shieldEntity = (Entity*)shieldNode->element; in shopkeeperMoveBodyparts()
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H A D | monster_skeleton.cpp | 1064 node_t* shieldNode = list_Node(&my->children, 8); in skeletonMoveBodyparts() local 1065 if ( shieldNode ) in skeletonMoveBodyparts() 1067 Entity* shield = (Entity*)shieldNode->element; in skeletonMoveBodyparts() 1384 node_t* shieldNode = list_Node(&my->children, LIMB_HUMANOID_SHIELD); in skeletonMoveBodyparts() local 1385 if ( shieldNode ) in skeletonMoveBodyparts() 1387 Entity* shieldEntity = (Entity*)shieldNode->element; in skeletonMoveBodyparts()
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H A D | monster_human.cpp | 1688 node_t* shieldNode = list_Node(&my->children, LIMB_HUMANOID_SHIELD); in humanMoveBodyparts() local 1689 if ( shieldNode ) in humanMoveBodyparts() 1691 Entity* shieldEntity = (Entity*)shieldNode->element; in humanMoveBodyparts()
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H A D | actplayer.cpp | 4206 node_t* shieldNode = list_Node(&my->children, 7); in actPlayer() local 4207 if ( shieldNode ) in actPlayer() 4209 Entity* shield = (Entity*)shieldNode->element; in actPlayer() 5640 node_t* shieldNode = list_Node(&my->children, 7); in actPlayer() local 5641 if ( shieldNode ) in actPlayer() 5643 Entity* shieldEntity = (Entity*)shieldNode->element; in actPlayer()
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H A D | entity.cpp | 13126 node_t* shieldNode = list_Node(&this->children, 8); in humanoidAnimateWalk() local 13127 if ( shieldNode ) in humanoidAnimateWalk() 13129 Entity* shield = (Entity*)shieldNode->element; in humanoidAnimateWalk()
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/dports/games/openmw/openmw-openmw-0.47.0/apps/openmw/mwrender/ |
H A D | actoranimation.cpp | 225 osg::Group* shieldNode = findVisitor.mFoundNode; in updateHolsteredShield() local 229 if (shieldNode && !shieldNode->getNumChildren()) in updateHolsteredShield() 231 …ef_ptr<osg::Node> fallbackNode = mResourceSystem->getSceneManager()->getInstance(mesh, shieldNode); in updateHolsteredShield() 233 SceneUtil::addEnchantedGlow(shieldNode, mResourceSystem, glowColor); in updateHolsteredShield()
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