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Searched refs:ANIM_MISSILE_READY_PART_2 (Results 1 – 4 of 4) sorted by relevance

/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/script/
H A DScript.h252 ANIM_MISSILE_READY_PART_2 = (ANIM_MISSILE_READY_PART_1+1), enumerator
H A DScriptedAnimation.cpp645 animations["missile_ready_part_2"] = ANIM_MISSILE_READY_PART_2; in initAnimationNumbers()
/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/core/
H A DCore.cpp2628 || (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()
/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/game/
H A DPlayer.cpp201 || (ause1->cur_anim == alist[ANIM_MISSILE_READY_PART_2]) in ARX_PLAYER_IsInFightMode()