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Searched refs:ani_frame (Results 1 – 2 of 2) sorted by relevance

/dports/games/opentyrian/opentyrian-opentyrian-77a8715634e3/src/
H A Ddestruct.c136 unsigned int ani_frame; member
1049 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()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DSoldier_Control.cc4194 BOOLEAN ConvertAniCodeToAniFrame(SOLDIERTYPE* const s, UINT16 ani_frame) in ConvertAniCodeToAniFrame() argument
4230 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()