Home
last modified time | relevance | path

Searched refs:ANIM_HITFINISH (Results 1 – 4 of 4) sorted by relevance

/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DAnimation_Control.cc58 …{"FLYBACK HIT", 1.6f, ANIM_SPECIALMOVE | ANIM_HITSTART | ANIM_HITFINISH | ANIM_…
74 …{"FALL", 0.0f, ANIM_NONINTERRUPT | ANIM_STATIONARY | ANIM_HITFINISH | AN…
77 …{"FALL FORWARD ROOF", 0.0f, ANIM_NONINTERRUPT | ANIM_STATIONARY | ANIM_HITFINISH | AN…
115 … 0.0f, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_HITSTART | ANIM_HITFINISH | ANIM_NO_EFFO…
161 … 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_…
164 … 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_…
191 … 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_…
245 … 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_…
256 … 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_…
267 … 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_…
[all …]
H A DAnimation_Control.h43 #define ANIM_HITFINISH 0x00000100 macro
H A DSoldier_Ani.cc150 if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ( ANIM_HITSTOP | ANIM_HITFINISH ) ) in AdjustToNextAnimationFrame()
1698 if ( ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_HITFINISH ) ) in AdjustToNextAnimationFrame()
H A DSoldier_Control.cc853 …ewState && ( uiOldAnimFlags & ANIM_HITSTART ) && !( uiNewAnimFlags & ANIM_HITFINISH ) && !( uiNewA… in CheckForFreeupFromHit()