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Searched defs:usAnimState (Results 1 – 9 of 9) sorted by relevance

/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DAnimation_Control.cc26 UINT16 usAnimState; member
2542 BOOLEAN SetSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState ) in SetSoldierAnimationSurface()
2602 UINT16 DetermineSoldierAnimationSurface(const SOLDIERTYPE* pSoldier, UINT16 usAnimState) in DetermineSoldierAnimationSurface()
H A DAnimation_Data.cc597 …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()
H A DSoldier_Add.cc228 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()
H A DSoldier_Control.cc776 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
H A DPoints.cc771 static INT16 GetBreathPerAP(SOLDIERTYPE* pSoldier, UINT16 usAnimState) in GetBreathPerAP()
1604 INT16 GetAPsToReadyWeapon(const SOLDIERTYPE* const pSoldier, const UINT16 usAnimState) in GetAPsToReadyWeapon()
H A DSoldier_Ani.cc3313 …ction( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, INT8 bTestDirection, UINT16 usAnimState ) in OKFallDirection()
H A DOverhead.cc1347 …toNewGridNo(SOLDIERTYPE* pSoldier, BOOLEAN* pfKeepMoving, BOOLEAN fInitialMove, UINT16 usAnimState) in HandleGotoNewGridNo()
4428 UINT16 usAnimState; in CheckForEndOfBattle() local
H A DSoldier_Control.h386 UINT16 usAnimState; member
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TileEngine/
H A DWorldMan.cc1107 …ce(const INT16 sGridNo, SOLDIERTYPE* const s, const UINT16 usAnimSurface, const UINT16 usAnimState) in AddMercStructureInfoFromAnimSurface()