Searched refs:WATER_DIE (Results 1 – 5 of 5) sorted by relevance
201 case WATER_DIE: return "WATER_DIE"; in getAnimationName()
263 WATER_DIE, enumerator
583 gubAnimSurfaceIndex[REGMALE][WATER_DIE] = RGMWATER_DIE; in InitAnimationSurfacesPerBodytype()812 gubAnimSurfaceCorpseID[REGMALE][WATER_DIE] = SMERC_WTR; in InitAnimationSurfacesPerBodytype()946 gubAnimSurfaceIndex[BIGMALE][WATER_DIE] = BGMWATER_DIE; in InitAnimationSurfacesPerBodytype()1174 gubAnimSurfaceCorpseID[BIGMALE][WATER_DIE] = MMERC_WTR; in InitAnimationSurfacesPerBodytype()1304 gubAnimSurfaceIndex[STOCKYMALE][WATER_DIE] = RGMWATER_DIE; in InitAnimationSurfacesPerBodytype()1489 gubAnimSurfaceCorpseID[STOCKYMALE][WATER_DIE] = SMERC_WTR; in InitAnimationSurfacesPerBodytype()1660 gubAnimSurfaceIndex[REGFEMALE][WATER_DIE] = RGFWATER_DIE; in InitAnimationSurfacesPerBodytype()1840 gubAnimSurfaceCorpseID[REGFEMALE][WATER_DIE] = FMERC_WTR; in InitAnimationSurfacesPerBodytype()
3046 case WATER_DIE: state = WATER_DIE_STOP; break; in CheckForAndHandleSoldierDeath()3191 case WATER_HIT: state = WATER_DIE; break; in CheckForAndHandleSoldierIncompacitated()
1654 case WATER_DIE: in EVENT_InitNewSoldierAnim()8078 EVENT_InitNewSoldierAnim( pSoldier, WATER_DIE, 0, FALSE ); in SoldierCollapse()