Searched refs:ani_frame (Results 1 – 2 of 2) sorted by relevance
136 unsigned int ani_frame; member1049 destruct_player[i].unit[j].ani_frame = 0; in DE_generateUnits()1735 anim_index = GraphicBase[team][unit->unitType] + unit->ani_frame; in DE_GravityDrawUnit()1823 if(systemAni[ptr->unitType] == false && ptr->ani_frame == 0) { continue; } in DE_RunTickAnimate()1825 if (++(ptr->ani_frame) > 3) in DE_RunTickAnimate()1827 ptr->ani_frame = 0; in DE_RunTickAnimate()2736 magnet->ani_frame = 1; in DE_RunMagnet()
4194 BOOLEAN ConvertAniCodeToAniFrame(SOLDIERTYPE* const s, UINT16 ani_frame) in ConvertAniCodeToAniFrame() argument4230 if (as.ubFlags & ANIM_DATA_FLAG_NOFRAMES) ani_frame = 0; in ConvertAniCodeToAniFrame()4234 ani_frame = 0; in ConvertAniCodeToAniFrame()4238 ani_frame += as.uiNumFramesPerDir * temp_dir; in ConvertAniCodeToAniFrame()4239 if (ani_frame >= as.hVideoObject->SubregionCount()) in ConvertAniCodeToAniFrame()4246 ani_frame = 0; in ConvertAniCodeToAniFrame()4250 s->usAniFrame = ani_frame; in ConvertAniCodeToAniFrame()