Searched defs:nextanim (Results 1 – 10 of 10) sorted by relevance
210 Animation::Sequence nextanim; in handleCombatMode() local248 Animation::Sequence nextanim = Animation::advance; in handleCombatMode() local283 Animation::Sequence nextanim; in handleCombatMode() local314 Animation::Sequence nextanim = Animation::checkWeapon(Animation::combatStand, lastanim); in handleCombatMode() local463 Animation::Sequence nextanim = Animation::jump; in handleNormalMode() local486 Animation::Sequence nextanim = Animation::jumpUp; in handleNormalMode() local517 Animation::Sequence nextanim = Animation::step; in handleNormalMode() local545 Animation::Sequence nextanim = Animation::walk; in handleNormalMode() local
165 Animation::Sequence nextanim; in handleCombatMode() local202 Animation::Sequence nextanim; in handleCombatMode() local253 Animation::Sequence nextanim = Animation::combatStand; in handleCombatMode() local293 Animation::Sequence nextanim = Animation::checkWeapon(idleanim, lastanim); in handleCombatMode() local327 Animation::Sequence nextanim; in handleNormalMode() local354 Animation::Sequence nextanim = Animation::walk; in handleNormalMode() local
100 Sequence checkWeapon(const Sequence nextanim, in checkWeapon()
718 Animation::Sequence nextanim = turnanim; in turnTowardDir() local
362 Animation::Sequence nextanim = actor->isInCombat() ? Animation::combatStand : Animation::stand; in actorFallStoppedCru() local
1236 unsigned int nextanim; member
1259 u32 guardtime;
1294 u32 nextanim; member
2060 u32 nextanim; member
2570 u32 nextanim; // Time for next frame (or to mark animation finished). ~~ member