Searched refs:E5_COMPLEXANIMATION (Results 1 – 5 of 5) sorted by relevance
2269 if (bits & E5_COMPLEXANIMATION) in EntityState5_WriteUpdate()2463 if (bits & E5_COMPLEXANIMATION) in EntityState5_ReadUpdate()2625 if (bits & E5_COMPLEXANIMATION) in EntityState5_ReadUpdate()2674 bits |= E5_COMPLEXANIMATION; in EntityState5_DeltaBits()2679 bits |= E5_COMPLEXANIMATION; in EntityState5_DeltaBits()2681 bits |= E5_COMPLEXANIMATION; in EntityState5_DeltaBits()2683 bits |= E5_COMPLEXANIMATION; in EntityState5_DeltaBits()2687 bits |= E5_COMPLEXANIMATION; in EntityState5_DeltaBits()
752 #define E5_COMPLEXANIMATION (1<<25) macro
2298 Use the correct bones count when parsing E5_COMPLEXANIMATION.6820 print E5_COMPLEXANIMATION and E5_TRAILEFFECTNUM in7212 - only set E5_COMPLEXANIMATION flag when required to save a LOT of bandwidth