Lines Matching refs:legsAnim
157 pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; in UI_ForceLegsAnim()
265 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_LegsSequencing()
441 if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) { in UI_PlayerAnimation()
444 UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim ); in UI_PlayerAnimation()
589 if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE in UI_PlayerAngles()
1270 void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_t viewAngles, vec3_… in UI_PlayerInfo_SetInfo() argument
1287 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1320 if ( torsoAnim == BOTH_DEATH1 || legsAnim == BOTH_DEATH1 ) { in UI_PlayerInfo_SetInfo()
1321 torsoAnim = legsAnim = BOTH_DEATH1; in UI_PlayerInfo_SetInfo()
1327 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1336 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_PlayerInfo_SetInfo()
1337 if ( legsAnim != LEGS_JUMP && ( currentAnim == LEGS_JUMP || currentAnim == LEGS_LAND ) ) { in UI_PlayerInfo_SetInfo()
1338 pi->pendingLegsAnim = legsAnim; in UI_PlayerInfo_SetInfo()
1340 else if ( legsAnim != currentAnim ) { in UI_PlayerInfo_SetInfo()
1343 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()