Searched refs:actorAnimation (Results 1 – 5 of 5) sorted by relevance
164 inline Animation *getActorAnimation() { return &actorAnimation; } in getActorAnimation()198 Animation actorAnimation, animation[4], customAnimation[4]; variable
444 actorAnimation.load(*s); in playActorAnimation()445 actorAnimation.loop = loop; in playActorAnimation()446 actorAnimation.ignore = ignore; in playActorAnimation()447 actorAnimation.id = id; in playActorAnimation()722 Surface *mark = actorAnimation.currentFrame(gameDelta); in render()734 if (!actorAnimation.ignore) in render()740 actorAnimation.free(); in render()986 messageAnimation = &actorAnimation; in processEventQueue()
3197 uint8 actorAnimation; in twoHandedSwingAction() local3225 actorAnimation = animationTypeArray[combatMotionType]; in twoHandedSwingAction()3228 && a->isActionAvailable(actorAnimation)) { in twoHandedSwingAction()3231 actionCounter = a->animationFrames(actorAnimation, direction) - 2; in twoHandedSwingAction()3233 a->setAction(actorAnimation, 0); in twoHandedSwingAction()3307 uint8 actorAnimation; in oneHandedSwingAction() local3342 actorAnimation = animationTypeArray[combatMotionType]; in oneHandedSwingAction()3344 && a->isActionAvailable(actorAnimation)) { in oneHandedSwingAction()3347 actionCounter = a->animationFrames(actorAnimation, direction) - 2; in oneHandedSwingAction()3349 a->setAction(actorAnimation, 0); in oneHandedSwingAction()