Searched refs:anim_header (Results 1 – 4 of 4) sorted by relevance
198 GLOBALASSERT(sacd->sequence_no < sac->anim_header->num_sequences); in SetShapeAnimationSequence()213 sac->current.sequence = &sac->anim_header->anim_sequences[sacd->sequence_no]; in SetShapeAnimationSequence()256 GLOBALASSERT(sacd->sequence_no < sac->anim_header->num_sequences); in SetNextShapeAnimationSequence()278 sac->next.sequence = &sac->anim_header->anim_sequences[sacd->sequence_no]; in SetNextShapeAnimationSequence()320 sac->anim_header = shd->animation_header; in InitShapeAnimationController()437 GLOBALASSERT(sacd->sequence_no < sac->anim_header->num_sequences); in SetOrphanedShapeAnimationSequence()452 sac->current.sequence = &sac->anim_header->anim_sequences[sacd->sequence_no]; in SetOrphanedShapeAnimationSequence()
148 SHAPEANIMATIONHEADER * anim_header; member
1888 sequence_pointer=this_section_data->sac_ptr->anim_header->anim_sequences;1889 GLOBALASSERT(sequence<this_section_data->sac_ptr->anim_header->num_sequences);
4204 pwPtr->ShpAnimCtrl.anim_header=NULL; in InitThisWeapon()4302 pwPtr->ShpAnimCtrl.anim_header=NULL; in InitThisWeapon()5247 …sacd.sequence = &(PlayersWeapon.ShapeAnimControlBlock)->anim_header->anim_sequences[sacd.sequence_…