Searched refs:combatStand (Results 1 – 11 of 11) sorted by relevance
40 case combatStand: in isCombatAnimU8()69 case combatStand: in isCombatAnimCru()
46 combatStand = 15, enumerator
244 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()
253 Animation::Sequence nextanim = Animation::combatStand; in handleCombatMode()272 Animation::kneel : Animation::combatStand; in handleCombatMode()503 action = Animation::combatStand; in step()
94 lastanim == Animation::combatStand || in checkTurn()
729 if (_lastAnim == Animation::combatStand) { in nextWeapon()735 doAnim(Animation::combatStand, dir_current); in nextWeapon()
489 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()
607 path[length - 1]._action = Animation::combatStand; in pathfind()
591 anim = Animation::combatStand; in genericAttack()
336 ProcId spid = actor->doAnim(Animation::combatStand, dir_current); in actorFallStoppedU8()362 Animation::Sequence nextanim = actor->isInCombat() ? Animation::combatStand : Animation::stand; in actorFallStoppedCru()
104 case Animation::combatStand: in getActionNumberForSequence()