Searched refs:quakeframe (Results 1 – 10 of 10) sorted by relevance
801 s_quakeframe quakeframe; // Screen shake effect. 2011_04_01, DC; Moved to struct. member
5846 newanim->quakeframe.framestart = 0; in load_cached_model()7092 newanim->quakeframe.framestart = GET_INT_ARG(1); in load_cached_model()7093 newanim->quakeframe.repeat = GET_INT_ARG(2); in load_cached_model()7094 newanim->quakeframe.v = GET_INT_ARG(3); in load_cached_model()7095 newanim->quakeframe.cnt = 0; in load_cached_model()10693 if(self->animation->quakeframe.framestart+self->animation->quakeframe.cnt == f) in update_frame()10696 …if(self->animation->quakeframe.cnt%2 || self->animation->quakeframe.v > 0) level->quake = self->an… in update_frame()10697 else level->quake = self->animation->quakeframe.v * -1; in update_frame()10699 …if((self->animation->quakeframe.repeat-self->animation->quakeframe.cnt) > 1) self->animation->quak… in update_frame()10700 else self->animation->quakeframe.cnt = 0; in update_frame()
798 s_quakeframe quakeframe; // Screen shake effect. 2011_04_01, DC; Moved to struct. member
5949 newanim->quakeframe.framestart = 0; in load_cached_model()7184 newanim->quakeframe.framestart = GET_FRAME_ARG(1); in load_cached_model()7185 newanim->quakeframe.repeat = GET_INT_ARG(2); in load_cached_model()7186 newanim->quakeframe.v = GET_INT_ARG(3); in load_cached_model()7187 newanim->quakeframe.cnt = 0; in load_cached_model()10921 if(anim->quakeframe.framestart+anim->quakeframe.cnt == f) in update_frame()10924 if(anim->quakeframe.cnt%2 || anim->quakeframe.v > 0) level->quake = anim->quakeframe.v; in update_frame()10925 else level->quake = anim->quakeframe.v * -1; in update_frame()10927 if((anim->quakeframe.repeat-anim->quakeframe.cnt) > 1) anim->quakeframe.cnt++; in update_frame()10928 else anim->quakeframe.cnt = 0; in update_frame()
811 s_quakeframe quakeframe; // Screen shake effect. 2011_04_01, DC; Moved to struct. member
8526 newanim->quakeframe.framestart = 0; in load_cached_model()9457 newanim->quakeframe.repeat = GET_INT_ARG(2); in load_cached_model()9458 newanim->quakeframe.v = GET_INT_ARG(3); in load_cached_model()9459 newanim->quakeframe.cnt = 0; in load_cached_model()14896 if(anim->quakeframe.framestart + anim->quakeframe.cnt == f) in update_frame()14900 if(anim->quakeframe.cnt % 2 || anim->quakeframe.v > 0) in update_frame()14902 level->quake = anim->quakeframe.v; in update_frame()14906 level->quake = anim->quakeframe.v * -1; in update_frame()14909 if((anim->quakeframe.repeat - anim->quakeframe.cnt) > 1) in update_frame()14911 anim->quakeframe.cnt++; in update_frame()[all …]
9871 newanim->quakeframe.framestart = 0; in load_cached_model()11067 newanim->quakeframe.repeat = GET_INT_ARG(2); in load_cached_model()11068 newanim->quakeframe.v = GET_INT_ARG(3); in load_cached_model()11069 newanim->quakeframe.cnt = 0; in load_cached_model()17336 if(anim->quakeframe.framestart + anim->quakeframe.cnt == f) in update_frame()17340 if(anim->quakeframe.cnt % 2 || anim->quakeframe.v > 0) in update_frame()17342 level->quake = anim->quakeframe.v; in update_frame()17346 level->quake = anim->quakeframe.v * -1; in update_frame()17349 if((anim->quakeframe.repeat - anim->quakeframe.cnt) > 1) in update_frame()17351 anim->quakeframe.cnt++; in update_frame()[all …]
1595 s_quakeframe quakeframe; // Screen shake effect. 2011_04_01, DC; Moved to struct. member
2068 …s_quakeframe quakeframe; // Screen shake effect. 2011_04_01, DC; Moved to s… member
10294 newanim->quakeframe.framestart = 0; in load_cached_model()11609 newanim->quakeframe.repeat = GET_INT_ARG(2); in load_cached_model()11610 newanim->quakeframe.v = GET_INT_ARG(3); in load_cached_model()11611 newanim->quakeframe.cnt = 0; in load_cached_model()17972 if(anim->quakeframe.framestart + anim->quakeframe.cnt == f) in update_frame()17976 if(anim->quakeframe.cnt % 2 || anim->quakeframe.v > 0) in update_frame()17978 level->quake = anim->quakeframe.v; in update_frame()17982 level->quake = anim->quakeframe.v * -1; in update_frame()17985 if((anim->quakeframe.repeat - anim->quakeframe.cnt) > 1) in update_frame()17987 anim->quakeframe.cnt++; in update_frame()[all …]