Searched refs:CLOSE_DOOR_CROUCHED (Results 1 – 5 of 5) sorted by relevance
366 case CLOSE_DOOR_CROUCHED: return "CLOSE_DOOR_CROUCHED"; in getAnimationName()
488 CLOSE_DOOR_CROUCHED, enumerator
95 return standing ? anim_state : CLOSE_DOOR_CROUCHED; in GetAnimStateForInteraction()
678 gubAnimSurfaceIndex[REGMALE][CLOSE_DOOR_CROUCHED] = RGMMEDIC; in InitAnimationSurfacesPerBodytype()1034 gubAnimSurfaceIndex[BIGMALE][CLOSE_DOOR_CROUCHED] = BGMMEDIC; in InitAnimationSurfacesPerBodytype()1399 gubAnimSurfaceIndex[STOCKYMALE][CLOSE_DOOR_CROUCHED] = RGMMEDIC; in InitAnimationSurfacesPerBodytype()1751 gubAnimSurfaceIndex[REGFEMALE][CLOSE_DOOR_CROUCHED] = RGFMEDIC; in InitAnimationSurfacesPerBodytype()
5000 sel->usAnimState == CLOSE_DOOR_CROUCHED || in SelectedGuyInBusyAnimation()