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Searched refs:ANIM_MISSILE_STRIKE_PART_2 (Results 1 – 4 of 4) sorted by relevance

/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/script/
H A DScript.h257 ANIM_MISSILE_STRIKE_PART_2 = (ANIM_MISSILE_READY_PART_1+6), enumerator
H A DScriptedAnimation.cpp650 animations["missile_strike_part_2"] = ANIM_MISSILE_STRIKE_PART_2; in initAnimationNumbers()
/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/core/
H A DCore.cpp2536 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()
H A DArxGame.cpp1145 && (useanim->cur_anim!=alist[ANIM_MISSILE_STRIKE_PART_2]) in Render()