Searched refs:LS_PARRY_UP (Results 1 – 12 of 12) sorted by relevance
258 LS_PARRY_UP,// enumerator
700 if ( move >= LS_PARRY_UP && move <= LS_PARRY_LL ) in PM_SaberInParry()780 case LS_PARRY_UP: in PM_BrokenParryForParry()1795 case LS_PARRY_UP: in PM_SaberAnimTransitionAnim()
7108 PM_SetSaberMove( LS_PARRY_UP ); in PM_WeaponLightsaber()7336 if ( curmove >= LS_PARRY_UP && curmove <= LS_REFLECT_LL ) in PM_WeaponLightsaber()
2489 if ( victim->client->ps.saberMove == LS_PARRY_UP in WP_BrokenParryKnockDown()
422 LS_PARRY_UP,// enumerator
1436 if ( move >= LS_PARRY_UP && move <= LS_PARRY_LL ) in PM_SaberInParry()1735 case LS_PARRY_UP: in PM_BrokenParryForParry()3395 if ( curmove >= LS_PARRY_UP in PM_CheckPlayerAttackFromParry()3942 || ( curmove >= LS_PARRY_UP in PM_SaberAttackForMovement()4117 case LS_PARRY_UP: in PM_SaberAnimTransitionMove()
11859 PM_SetSaberMove( LS_PARRY_UP ); in PM_SaberBlocking()12605 if ( curmove >= LS_PARRY_UP && curmove <= LS_REFLECT_LL ) in PM_WeaponLightsaber()
4084 if ( victim->client->ps.saberMove == LS_PARRY_UP in WP_BrokenParryKnockDown()
509 case LS_PARRY_UP: in PM_SaberAnimTransitionAnim()1510 case LS_PARRY_UP: in PM_BrokenParryForParry()3200 PM_SetSaberMove( LS_PARRY_UP ); in PM_WeaponLightsaber()3556 if ( curmove >= LS_PARRY_UP && curmove <= LS_REFLECT_LL ) in PM_WeaponLightsaber()
752 case LS_PARRY_UP: in BG_BrokenParryForParry()1178 if ( move >= LS_PARRY_UP && move <= LS_PARRY_LL ) in PM_SaberInParry()
1442 LS_PARRY_UP,// enumerator
1905 return LS_PARRY_UP; in G_GetParryForBlock()2199 case LS_PARRY_UP: in G_KnockawayForParry()9294 if ( self->client->ps.saberMove < LS_PARRY_UP || self->client->ps.saberMove > LS_REFLECT_LL ) in WP_SaberCanBlock()