Searched defs:next_anim (Results 1 – 8 of 8) sorted by relevance
601 …ith_double_link(__mega_set_names link_one, __mega_set_names link_two, __mega_set_names next_anim) { in Soft_start_with_double_link()625 …game_session::Soft_start_with_single_link(__mega_set_names link_anim, __mega_set_names next_anim) { in Soft_start_with_single_link()644 void _game_session::Soft_start_single_anim(__mega_set_names next_anim) { in Soft_start_single_anim()669 void _game_session::Hard_start_single_anim(__mega_set_names next_anim) { in Hard_start_single_anim()
814 int next_anim = item->bf->animations.next_animation; in Draw() local
366 animation_frame_p next_anim = model->animations + bf->animations.next_animation; in SSBoneFrame_Update() local813 animation_frame_p next_anim = ss_anim->model->animations + ss_anim->next_animation; in Anim_SetNextFrame() local
171 …uint16_t next_anim; // "switch to" animati… member222 struct animation_frame_s *next_anim; // Next default animation member
1796 uint16_t next_anim = tr_adisp->next_animation & 0x7fff; in TR_GenSkeletalModel() local
89 ANIM_HANDLE * next_anim; member
1105 int next_anim = 0; in ProcessBattleActionAnimationImpl() local
502 s32 next_anim; member