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

/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/externalized/internals/
H A Denums.cc127 case GENERIC_HIT_PRONE: return "GENERIC_HIT_PRONE"; in getAnimationName()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DAnimation_Control.h159 GENERIC_HIT_PRONE, enumerator
H A DAnimation_Control.cc526 gubAnimSurfaceIndex[REGMALE][GENERIC_HIT_PRONE] = RGMHITPRONE; in InitAnimationSurfacesPerBodytype()
887 gubAnimSurfaceIndex[BIGMALE][GENERIC_HIT_PRONE] = BGMHITPRONE; in InitAnimationSurfacesPerBodytype()
1249 gubAnimSurfaceIndex[STOCKYMALE][GENERIC_HIT_PRONE] = RGMHITPRONE; in InitAnimationSurfacesPerBodytype()
1608 gubAnimSurfaceIndex[REGFEMALE][GENERIC_HIT_PRONE] = RGFHITPRONE; in InitAnimationSurfacesPerBodytype()
H A DSoldier_Control.cc3153 EVENT_InitNewSoldierAnim( pSoldier, GENERIC_HIT_PRONE, 0 , FALSE ); in DoGenericHit()
3395 EVENT_InitNewSoldierAnim( pSoldier, GENERIC_HIT_PRONE, 0 , FALSE ); in SoldierGotHitBlade()
3430 EVENT_InitNewSoldierAnim( pSoldier, GENERIC_HIT_PRONE, 0 , FALSE ); in SoldierGotHitPunch()
H A DSoldier_Ani.cc3182 case GENERIC_HIT_PRONE: state = PRONE_LAY_FROMHIT; break; in CheckForAndHandleSoldierIncompacitated()