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Searched refs:combatStand (Results 1 – 11 of 11) sorted by relevance

/dports/games/scummvm/scummvm-2.5.1/engines/ultima/ultima8/world/actors/
H A Danimation.cpp40 case combatStand: in isCombatAnimU8()
69 case combatStand: in isCombatAnimCru()
H A Danimation.h46 combatStand = 15, enumerator
H A Du8_avatar_mover_process.cpp244 direction = getTurnDirForTurnFlags(direction, avatar->animDirMode(Animation::combatStand)); in handleCombatMode()
313 if (lastanim != Animation::combatStand) { in handleCombatMode()
314 Animation::Sequence nextanim = Animation::checkWeapon(Animation::combatStand, lastanim); in handleCombatMode()
H A Dcru_avatar_mover_process.cpp253 Animation::Sequence nextanim = Animation::combatStand; in handleCombatMode()
272 Animation::kneel : Animation::combatStand; in handleCombatMode()
503 action = Animation::combatStand; in step()
H A Davatar_mover_process.cpp94 lastanim == Animation::combatStand || in checkTurn()
H A Dmain_actor.cpp729 if (_lastAnim == Animation::combatStand) { in nextWeapon()
735 doAnim(Animation::combatStand, dir_current); in nextWeapon()
H A Dactor.cpp489 anim == Animation::combatStand || anim == Animation::attack || anim == Animation::kneel || in doAnim()
689 turnanim = Animation::combatStand; in turnTowardDir()
690 standanim = Animation::combatStand; in turnTowardDir()
1301 anim2pid = doAnim(Animation::combatStand, dir); in receiveHitU8()
H A Dpathfinder.cpp607 path[length - 1]._action = Animation::combatStand; in pathfind()
H A Dattack_process.cpp591 anim = Animation::combatStand; in genericAttack()
/dports/games/scummvm/scummvm-2.5.1/engines/ultima/ultima8/world/
H A Dgravity_process.cpp336 ProcId spid = actor->doAnim(Animation::combatStand, dir_current); in actorFallStoppedU8()
362 Animation::Sequence nextanim = actor->isInCombat() ? Animation::combatStand : Animation::stand; in actorFallStoppedCru()
/dports/games/scummvm/scummvm-2.5.1/engines/ultima/ultima8/graphics/
H A Danim_dat.cpp104 case Animation::combatStand: in getActionNumberForSequence()