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Searched refs:M_StartStand (Results 1 – 6 of 6) sorted by relevance

/dports/games/devilutionX/devilutionX-1.2.1/Source/
H A Dmonster.h172 void M_StartStand(int i, int md);
H A Dmonster.cpp1377 void M_StartStand(int i, int md) in M_StartStand() function
1884 M_StartStand(i, monster[i]._mdir); in M2MStartKill()
2066 M_StartStand(i, monster[i]._mdir); in M_DoWalk()
2311 M_StartStand(i, monster[i]._mdir); in M_DoAttack()
2350 M_StartStand(i, monster[i]._mdir); in M_DoRAttack()
2387 M_StartStand(i, monster[i]._mdir); in M_DoRSpAttack()
2420 M_StartStand(i, monster[i]._mdir); in M_DoFadein()
2445 M_StartStand(i, monster[i]._mdir); in M_DoFadeout()
2484 M_StartStand(i, monster[i]._mdir); in M_DoTalk()
5306 M_StartStand(m, Monst->_mdir); in MissToMonst()
[all …]
H A Dsync.cpp245 M_StartStand(ndx, md); in sync_monster()
H A Dmsg.cpp723 M_StartStand(i, monster[i]._mdir); in DeltaLoadLevel()
H A Dobjects.cpp4154 M_StartStand(0, monster[MAX_PLRS]._mdir); in OperateBookCase()
H A Dmissiles.cpp3890 M_StartStand(mon, missile[i]._miVar1);