Home
last modified time | relevance | path

Searched refs:CLOSE_DOOR_CROUCHED (Results 1 – 5 of 5) sorted by relevance

/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/externalized/internals/
H A Denums.cc366 case CLOSE_DOOR_CROUCHED: return "CLOSE_DOOR_CROUCHED"; in getAnimationName()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DAnimation_Control.h488 CLOSE_DOOR_CROUCHED, enumerator
H A DHandle_Doors.cc95 return standing ? anim_state : CLOSE_DOOR_CROUCHED; in GetAnimStateForInteraction()
H A DAnimation_Control.cc678 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()
H A DHandle_UI.cc5000 sel->usAnimState == CLOSE_DOOR_CROUCHED || in SelectedGuyInBusyAnimation()