Home
last modified time | relevance | path

Searched refs:ANIM_RUN (Results 1 – 13 of 13) sorted by relevance

/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/game/
H A DNPC.cpp903 ANIM_Set(ause0, alist[ANIM_RUN]); in ARX_NPC_ChangeMoveMode()
910 if (((ause0->cur_anim == alist[ANIM_RUN]) && (alist[ANIM_RUN])) in ARX_NPC_ChangeMoveMode()
922 || ((ause0->cur_anim == alist[ANIM_RUN]) && (alist[ANIM_RUN])) in ARX_NPC_ChangeMoveMode()
935 || ((ause0->cur_anim == alist[ANIM_RUN]) && (alist[ANIM_RUN]))) in ARX_NPC_ChangeMoveMode()
3063 && (ause0->cur_anim != alist[ANIM_RUN]) in ManageNPCMovement()
3092 if (alist[ANIM_RUN]) in ManageNPCMovement()
3093 ANIM_Set(ause0, alist[ANIM_RUN]); in ManageNPCMovement()
3181 && alist[ANIM_RUN]) in ManageNPCMovement()
3185 ANIM_Set(ause0, alist[ANIM_RUN]); in ManageNPCMovement()
3206 || (ause0->cur_anim == alist[ANIM_RUN]) in ManageNPCMovement()
[all …]
H A DPlayer.cpp1850 ChangeMoveAnim = alist[ANIM_RUN]; in ARX_PLAYER_Manage_Visual()
1946 || (ChangeMoveAnim == alist[ANIM_RUN]) in ARX_PLAYER_Manage_Visual()
/dports/games/assaultcube/AssaultCube_v1.2.0.2/source/src/
H A Dmodel.h1 enum { ANIM_IDLE = 0, ANIM_RUN, ANIM_ATTACK, ANIM_PAIN, ANIM_JUMP, ANIM_LAND, ANIM_FLIPOFF, ANIM_SA… enumerator
H A Drendermodel.cpp662 … { anim = (d->crouching ? ANIM_CROUCH_WALK : ANIM_RUN)|ANIM_LOOP; speed… in renderclient()
/dports/games/xonotic/Xonotic/source/qcsrc/common/turrets/turret/
H A Dwalker.qc33 const int ANIM_RUN = 3;
260 this.animflag = ANIM_RUN;
466 case ANIM_RUN:
/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/script/
H A DScriptedAnimation.cpp584 animations["run"] = ANIM_RUN; in initAnimationNumbers()
585 animations["run1"] = ANIM_RUN; in initAnimationNumbers()
H A DScript.h166 ANIM_RUN = 15, enumerator
/dports/games/ioquake3/ioquake3-1.36/code/q3_ui/
H A Dui_controls2.c126 #define ANIM_RUN 1 macro
232 {"+speed", "run / walk", ID_SPEED, ANIM_RUN, K_SHIFT, -1, -1, -1},
437 case ANIM_RUN: in Controls_UpdateModel()
/dports/games/ioquake3-server/ioquake3-1.36/code/q3_ui/
H A Dui_controls2.c126 #define ANIM_RUN 1 macro
232 {"+speed", "run / walk", ID_SPEED, ANIM_RUN, K_SHIFT, -1, -1, -1},
437 case ANIM_RUN: in Controls_UpdateModel()
/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/q3_ui/
H A Dui_controls2.c126 #define ANIM_RUN 1 macro
232 {"+speed", "run / walk", ID_SPEED, ANIM_RUN, K_SHIFT, -1, -1, -1},
437 case ANIM_RUN: in Controls_UpdateModel()
/dports/games/evq3/evq3/code/q3_ui/
H A Dui_controls2.c126 #define ANIM_RUN 1 macro
232 {"+speed", "run / walk", ID_SPEED, ANIM_RUN, K_SHIFT, -1, -1, -1},
437 case ANIM_RUN: in Controls_UpdateModel()
/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/animation/
H A DAnimation.cpp423 || (eanim->cur_anim==io->anims[ANIM_RUN]) in PrepareAnim()
/dports/games/OpenLara/OpenLara-b4b19f2/src/
H A Dlara.h73 ANIM_RUN = 0, enumerator
2608 } else if (animation.index == ANIM_RUN) { in getStateGround()