Searched refs:ANIM_MISSILE_STRIKE_PART_2 (Results 1 – 4 of 4) sorted by relevance
257 ANIM_MISSILE_STRIKE_PART_2 = (ANIM_MISSILE_READY_PART_1+6), enumerator
650 animations["missile_strike_part_2"] = ANIM_MISSILE_STRIKE_PART_2; in initAnimationNumbers()
2536 ANIM_Set(useanim,alist[ANIM_MISSILE_STRIKE_PART_2]); in ManageCombatModeAnimations()2543 if ((useanim->cur_anim==alist[ANIM_MISSILE_STRIKE_PART_2])&& (useanim->flags & EA_ANIMEND)) in ManageCombatModeAnimations()2815 ANIM_Set(useanim,alist[ANIM_MISSILE_STRIKE_PART_2]); in ManageCombatModeAnimationsEND()2817 else if (useanim->cur_anim==alist[ANIM_MISSILE_STRIKE_PART_2]) in ManageCombatModeAnimationsEND()
1145 && (useanim->cur_anim!=alist[ANIM_MISSILE_STRIKE_PART_2]) in Render()