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Searched refs:ANI_FALL (Results 1 – 15 of 15) sorted by relevance

/dports/games/openbor/openbor-3caaddd5/engine/source/openborscript/
H A Dconstants.c434 ICMPCONST(ANI_FALL) in mapstrings_transconst()
773 ICMPSCONSTB(ANI_FALL, animfalls) in mapstrings_transconst()
/dports/games/openbor3482/openbor-2c1ecd7/engine/
H A Dopenbor.h265 #define ANI_FALL 5 macro
H A Dopenbor.c230 ANI_FALL, ANI_FALL2, ANI_FALL3, ANI_FALL4,
231 ANI_FALL, ANI_BURN, ANI_FALL, ANI_SHOCK,
232 ANI_FALL, ANI_FALL5, ANI_FALL6, ANI_FALL7,
5945 ani_id = ANI_FALL; // If no new animation, load fall animation into both "respawn" & "fall" in load_cached_model()
5951 ani_id = ANI_FALL; in load_cached_model()
16083 if(validanim(self,ANI_FALL)) in arrow_move()
16152 if(validanim(self,ANI_FALL)) // Added so projectiles bounce off blocked exits in star_move()
18721 validanim(ent_list[i],ANI_FALL) ) in drop_all_enemies()
19180 ent_set_anim(self, ANI_FALL, 0); in obstacle_takedamage()
19188 ent_set_anim(self, ANI_FALL, 0); in obstacle_takedamage()
H A Dopenborscript.c9020 ICMPCONST(ANI_FALL) in mapstrings_transconst()
/dports/games/openbor3711/openbor-6ec17fa/engine/
H A Dopenbor.h266 #define ANI_FALL 5 macro
H A Dopenbor.c269 ANI_FALL, ANI_FALL2, ANI_FALL3, ANI_FALL4,
270 ANI_FALL, ANI_BURN, ANI_FALL, ANI_SHOCK,
271 ANI_FALL, ANI_FALL5, ANI_FALL6, ANI_FALL7,
6053 ani_id = ANI_FALL; // If no new animation, load fall animation into both "respawn" & "fall" in load_cached_model()
6059 ani_id = ANI_FALL; in load_cached_model()
16724 if(validanim(self,ANI_FALL)) in arrow_move()
16789 if(validanim(self,ANI_FALL)) // Added so projectiles bounce off blocked exits in star_move()
19184 validanim(ent_list[i],ANI_FALL) ) in drop_all_enemies()
19645 ent_set_anim(self, ANI_FALL, 0); in obstacle_takedamage()
19653 ent_set_anim(self, ANI_FALL, 0); in obstacle_takedamage()
H A Dopenborscript.c8587 ICMPCONST(ANI_FALL)
/dports/games/openbor3979/openbor-2bcf25b/engine/
H A Dopenbor.h272 #define ANI_FALL 5 macro
H A Dopenbor.c281 ANI_FALL, ANI_FALL2, ANI_FALL3, ANI_FALL4,
282 ANI_FALL, ANI_BURN, ANI_FALL, ANI_SHOCK,
283 ANI_FALL, ANI_FALL5, ANI_FALL6, ANI_FALL7,
284 ANI_FALL8, ANI_FALL9, ANI_FALL10, ANI_FALL,
285 ANI_FALL, ANI_FALL, ANI_FALL, ANI_FALL,
5766 ani_id = ANI_FALL; in translate_ani_id()
22922 if(validanim(self, ANI_FALL)) in arrow_move()
23008 if(validanim(self, ANI_FALL)) // Added so projectiles bounce off blocked exits in star_move()
25866 validanim(ent_list[i], ANI_FALL) ) in drop_all_enemies()
26551 ent_set_anim(self, ANI_FALL, 0); in obstacle_takedamage()
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H A Dopenborscript.c10282 ICMPCONST(ANI_FALL) in mapstrings_transconst()
10455 ICMPSCONSTB(ANI_FALL, animfalls) in mapstrings_transconst()
/dports/games/openbor4432/openbor-ba1eb4f/engine/
H A Dopenbor.c335 ANI_FALL, ANI_FALL2, ANI_FALL3, ANI_FALL4,
336 ANI_FALL, ANI_BURN, ANI_FALL, ANI_SHOCK,
337 ANI_FALL, ANI_FALL5, ANI_FALL6, ANI_FALL7,
338 ANI_FALL8, ANI_FALL9, ANI_FALL10, ANI_FALL,
339 ANI_FALL, ANI_FALL, ANI_FALL, ANI_FALL,
6488 ani_id = ANI_FALL; in translate_ani_id()
26150 if(validanim(self, ANI_FALL)) in arrow_move()
26379 if(validanim(self, ANI_FALL)) // Added so projectiles bounce off blocked exits in star_move()
29346 validanim(ent_list[i], ANI_FALL) ) in drop_all_enemies()
30043 ent_set_anim(self, ANI_FALL, 0); in obstacle_takedamage()
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H A Dopenbor.h359 ANI_FALL, enumerator
H A Dopenborscript.c13073 ICMPCONST(ANI_FALL) in mapstrings_transconst()
13282 ICMPSCONSTB(ANI_FALL, animfalls) in mapstrings_transconst()
/dports/games/openbor/openbor-3caaddd5/engine/
H A Dopenbor.h594 ANI_FALL, enumerator
H A Dopenbor.c343 ANI_FALL, ANI_FALL2, ANI_FALL3, ANI_FALL4,
344 ANI_FALL, ANI_BURN, ANI_FALL, ANI_SHOCK,
345 ANI_FALL, ANI_FALL5, ANI_FALL6, ANI_FALL7,
346 ANI_FALL8, ANI_FALL9, ANI_FALL10, ANI_FALL,
347 ANI_FALL, ANI_FALL, ANI_FALL, ANI_FALLLOSE,
348 ANI_FALL
6620 ani_id = ANI_FALL; in translate_ani_id()
28708 if(validanim(ent, ANI_FALL)) in projectile_wall_deflect()
32270 validanim(ent_list[i], ANI_FALL) ) in drop_all_enemies()
33052 ent_set_anim(self, ANI_FALL, 0); in obstacle_takedamage()
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