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Searched refs:tryAnim (Results 1 – 9 of 9) sorted by relevance

/dports/games/scummvm/scummvm-2.5.1/engines/ultima/ultima8/world/actors/
H A Du8_avatar_mover_process.cpp77 if (avatar->tryAnim(Animation::climb40, dir_current) == Animation::SUCCESS) { in handleHangingMode()
494 if (avatar->tryAnim(climbanim, direction) == in handleNormalMode()
634 Animation::Result res = avatar->tryAnim(action, direction); in step()
643 res = avatar->tryAnim(action, altdir1); in step()
647 res = avatar->tryAnim(action, altdir2); in step()
H A Davatar_gravity_process.cpp55 if (avatar->tryAnim(Animation::climb40, direction) == Animation::SUCCESS) { in run()
H A Dpace_process.cpp82 Animation::Result result = a->tryAnim(Animation::walk, a->getDir()); in run()
H A Dcru_pathfinder_process.cpp161 Animation::Result result = npc->tryAnim(anim, dirtotarget, 0, &state); in nextDirFromPoint()
223 animresult = npc->tryAnim(anim, _nextDir2, 0, &state); in nextDirFromPoint()
H A Dpathfinder_process.cpp173 ok = actor->tryAnim(_path[_currentStep]._action, in run()
H A Dcru_avatar_mover_process.cpp420 Animation::Result res = avatar->tryAnim(testaction, direction); in step()
476 res = avatar->tryAnim(testaction, direction); in step()
H A Dactor.h259 …Animation::Result tryAnim(Animation::Sequence anim, Direction dir, unsigned int steps = 0, Pathfin…
H A Drolling_thunder_process.cpp162 Animation::Result animresult = actor->tryAnim(anim, dir_current, 0, &state); in checkDir()
H A Dactor.cpp475 if (tryAnim(anim, dir)) { in doAnim()
601 Animation::Result Actor::tryAnim(Animation::Sequence anim, Direction dir, in tryAnim() function in Ultima::Ultima8::Actor