Searched defs:usAnimState (Results 1 – 9 of 9) sorted by relevance
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/ |
H A D | Animation_Control.cc | 26 UINT16 usAnimState; member 2542 BOOLEAN SetSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState ) in SetSoldierAnimationSurface() 2602 UINT16 DetermineSoldierAnimationSurface(const SOLDIERTYPE* pSoldier, UINT16 usAnimState) in DetermineSoldierAnimationSurface()
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H A D | Animation_Data.cc | 597 …ureRef(const SOLDIERTYPE* const s, const UINT16 usSurfaceIndex, const UINT16 usAnimState, const BO… in InternalGetAnimationStructureRef() 632 …tionStructureRef(const SOLDIERTYPE* const s, const UINT16 usSurfaceIndex, const UINT16 usAnimState) in GetAnimationStructureRef() 639 …adAnimationSurface(UINT16 const usSoldierID, UINT16 const usSurfaceIndex, UINT16 const usAnimState) in LoadAnimationSurface()
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H A D | Soldier_Add.cc | 228 UINT16 FindGridNoFromSweetSpotWithStructData( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT16 sSwe… in FindGridNoFromSweetSpotWithStructData() 387 …tSpotWithStructDataUsingGivenDirectionFirst(SOLDIERTYPE* pSoldier, UINT16 usAnimState, INT16 sSwee… in FindGridNoFromSweetSpotWithStructDataUsingGivenDirectionFirst() 558 …potWithStructDataFromSoldier(const SOLDIERTYPE* const pSoldier, const UINT16 usAnimState, const IN… in FindGridNoFromSweetSpotWithStructDataFromSoldier() 1065 …rToSectorNoCalculateDirectionUseAnimation(SOLDIERTYPE* const s, UINT16 const usAnimState, UINT16 c… in AddSoldierToSectorNoCalculateDirectionUseAnimation() 1126 … sGridNo, UINT8 const ubDirection, BOOLEAN const fUseAnimation, UINT16 const usAnimState, UINT16 c… in AddSoldierToSectorGridNo()
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H A D | Soldier_Control.cc | 776 BOOLEAN ReevaluateEnemyStance( SOLDIERTYPE *pSoldier, UINT16 usAnimState ) in ReevaluateEnemyStance() 2478 UINT16 usAnimState; in InternalSoldierReadyWeapon() local 3443 UINT16 usAnimState; in EVENT_InternalGetNewSoldierPath() local 3756 …rDestination( SOLDIERTYPE *pSoldier, UINT16 usNewDirection, BOOLEAN fFromMove, UINT16 usAnimState ) in EVENT_InternalSetSoldierDestination() 3873 …ERTYPE* const pSoldier, UINT16 usNewDirection, const BOOLEAN fInitalMove, const UINT16 usAnimState) in EVENT_InternalSetSoldierDesiredDirection() 6618 static void HandleAnimationProfile(SOLDIERTYPE& s, UINT16 const usAnimState, BOOLEAN const fRemove) in HandleAnimationProfile() 7715 UINT16 usAnimState; in InternalIsValidStance() local
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H A D | Points.cc | 771 static INT16 GetBreathPerAP(SOLDIERTYPE* pSoldier, UINT16 usAnimState) in GetBreathPerAP() 1604 INT16 GetAPsToReadyWeapon(const SOLDIERTYPE* const pSoldier, const UINT16 usAnimState) in GetAPsToReadyWeapon()
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H A D | Soldier_Ani.cc | 3313 …ction( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, INT8 bTestDirection, UINT16 usAnimState ) in OKFallDirection()
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H A D | Overhead.cc | 1347 …toNewGridNo(SOLDIERTYPE* pSoldier, BOOLEAN* pfKeepMoving, BOOLEAN fInitialMove, UINT16 usAnimState) in HandleGotoNewGridNo() 4428 UINT16 usAnimState; in CheckForEndOfBattle() local
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H A D | Soldier_Control.h | 386 UINT16 usAnimState; member
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TileEngine/ |
H A D | WorldMan.cc | 1107 …ce(const INT16 sGridNo, SOLDIERTYPE* const s, const UINT16 usAnimSurface, const UINT16 usAnimState) in AddMercStructureInfoFromAnimSurface()
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