Searched refs:READY_RIFLE_CROUCH (Results 1 – 4 of 4) sorted by relevance
104 case READY_RIFLE_CROUCH: return "READY_RIFLE_CROUCH"; in getAnimationName()
136 READY_RIFLE_CROUCH, enumerator
501 gubAnimSurfaceIndex[REGMALE][READY_RIFLE_CROUCH] = RGMCROUCHAIM; in InitAnimationSurfacesPerBodytype()783 gubAnimSurfaceItemSubIndex[REGMALE][READY_RIFLE_CROUCH] = RGMHANDGUN_C_SHOT; in InitAnimationSurfacesPerBodytype()862 gubAnimSurfaceIndex[BIGMALE][READY_RIFLE_CROUCH] = BGMCROUCHAIM; in InitAnimationSurfacesPerBodytype()1064 gubAnimSurfaceItemSubIndex[BIGMALE][READY_RIFLE_CROUCH] = BGMHANDGUN_C_SHOT; in InitAnimationSurfacesPerBodytype()1224 gubAnimSurfaceIndex[STOCKYMALE][READY_RIFLE_CROUCH] = RGMCROUCHAIM; in InitAnimationSurfacesPerBodytype()1429 gubAnimSurfaceItemSubIndex[STOCKYMALE][READY_RIFLE_CROUCH] = RGMHANDGUN_C_SHOT; in InitAnimationSurfacesPerBodytype()1583 gubAnimSurfaceIndex[REGFEMALE][READY_RIFLE_CROUCH] = RGFCROUCHAIM; in InitAnimationSurfacesPerBodytype()1781 gubAnimSurfaceItemSubIndex[REGFEMALE][READY_RIFLE_CROUCH] = RGFHANDGUN_C_SHOT; in InitAnimationSurfacesPerBodytype()
1398 usNewState != READY_RIFLE_CROUCH && usNewState != ROBOT_SHOOT ) in EVENT_InitNewSoldierAnim()1439 case READY_RIFLE_CROUCH: in EVENT_InitNewSoldierAnim()2646 return( READY_RIFLE_CROUCH ); in PickSoldierReadyAnimation()