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Searched refs:DEEP_WATER_TRED (Results 1 – 5 of 5) sorted by relevance

/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/externalized/internals/
H A Denums.cc241 case DEEP_WATER_TRED: return "DEEP_WATER_TRED"; in getAnimationName()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DAnimation_Control.h316 DEEP_WATER_TRED, enumerator
H A DPoints.cc620 if ( pSold->usAnimState == DEEP_WATER_TRED || pSold->usAnimState == DEEP_WATER_SWIM) in AdjustBreathPts()
H A DAnimation_Control.cc600 gubAnimSurfaceIndex[REGMALE][DEEP_WATER_TRED] = RGMDEEPWATER_TRED; in InitAnimationSurfacesPerBodytype()
954 gubAnimSurfaceIndex[BIGMALE][DEEP_WATER_TRED] = BGMDEEPWATER_TRED; in InitAnimationSurfacesPerBodytype()
1321 gubAnimSurfaceIndex[STOCKYMALE][DEEP_WATER_TRED] = RGMDEEPWATER_TRED; in InitAnimationSurfacesPerBodytype()
1672 gubAnimSurfaceIndex[REGFEMALE][DEEP_WATER_TRED] = RGFDEEPWATER_TRED; in InitAnimationSurfacesPerBodytype()
H A DSoldier_Control.cc3667 EVENT_InitNewSoldierAnim( pSoldier, DEEP_WATER_TRED, 0 , FALSE ); in SoldierGotoStationaryStance()