Searched refs:ANIM_MISSILE_READY_PART_2 (Results 1 – 4 of 4) sorted by relevance
252 ANIM_MISSILE_READY_PART_2 = (ANIM_MISSILE_READY_PART_1+1), enumerator
645 animations["missile_ready_part_2"] = ANIM_MISSILE_READY_PART_2; in initAnimationNumbers()
2628 || (useanim->cur_anim==alist[ANIM_MISSILE_READY_PART_2]) ) in ManageCombatModeAnimationsEND()2786 ANIM_Set(useanim,alist[ANIM_MISSILE_READY_PART_2]); in ManageCombatModeAnimationsEND()2788 else if (useanim->cur_anim==alist[ANIM_MISSILE_READY_PART_2]) in ManageCombatModeAnimationsEND()
201 || (ause1->cur_anim == alist[ANIM_MISSILE_READY_PART_2]) in ARX_PLAYER_IsInFightMode()