/dports/games/openbor/openbor-3caaddd5/engine/source/openborscript/ |
H A D | constants.c | 434 ICMPCONST(ANI_FALL) in mapstrings_transconst() 773 ICMPSCONSTB(ANI_FALL, animfalls) in mapstrings_transconst()
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/dports/games/openbor3482/openbor-2c1ecd7/engine/ |
H A D | openbor.h | 265 #define ANI_FALL 5 macro
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H A D | openbor.c | 230 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()
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H A D | openborscript.c | 9020 ICMPCONST(ANI_FALL) in mapstrings_transconst()
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/dports/games/openbor3711/openbor-6ec17fa/engine/ |
H A D | openbor.h | 266 #define ANI_FALL 5 macro
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H A D | openbor.c | 269 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()
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H A D | openborscript.c | 8587 ICMPCONST(ANI_FALL)
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/dports/games/openbor3979/openbor-2bcf25b/engine/ |
H A D | openbor.h | 272 #define ANI_FALL 5 macro
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H A D | openbor.c | 281 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() [all …]
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H A D | openborscript.c | 10282 ICMPCONST(ANI_FALL) in mapstrings_transconst() 10455 ICMPSCONSTB(ANI_FALL, animfalls) in mapstrings_transconst()
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/dports/games/openbor4432/openbor-ba1eb4f/engine/ |
H A D | openbor.c | 335 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() [all …]
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H A D | openbor.h | 359 ANI_FALL, enumerator
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H A D | openborscript.c | 13073 ICMPCONST(ANI_FALL) in mapstrings_transconst() 13282 ICMPSCONSTB(ANI_FALL, animfalls) in mapstrings_transconst()
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/dports/games/openbor/openbor-3caaddd5/engine/ |
H A D | openbor.h | 594 ANI_FALL, enumerator
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H A D | openbor.c | 343 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() [all …]
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