Searched refs:EF_CROUCHING (Results 1 – 12 of 12) sorted by relevance
60 player->mo->extendedflags |= EF_CROUCHING; in CalcHeight()62 player->mo->extendedflags &= ~EF_CROUCHING; in CalcHeight()174 bool crouching = (player->mo->extendedflags & EF_CROUCHING) ? true : false; in MovePlayer()
645 temp = (mo->extendedflags & EF_CROUCHING) ? true : false; in G_CheckConditions()
223 vm->ReturnFloat((ui_player_who->mo->extendedflags & EF_CROUCHING) ? 1 : 0); in PL_is_crouching()
229 EF_CROUCHING = (1 << 25), enumerator
2018 ps->eFlags |= EF_CROUCHING; in BG_AnimUpdatePlayerStateConditions()2020 ps->eFlags &= ~EF_CROUCHING; in BG_AnimUpdatePlayerStateConditions()
393 #define EF_CROUCHING 0x00000020 // player is crouching macro
2315 if ( pm->ps->eFlags & EF_CROUCHING ) { in PM_AdjustAimSpreadScale()
2109 ps->eFlags |= EF_CROUCHING; in BG_AnimUpdatePlayerStateConditions()2111 ps->eFlags &= ~EF_CROUCHING; in BG_AnimUpdatePlayerStateConditions()
379 #define EF_CROUCHING 0x00000020 // player is crouching macro
2623 …if ( ( pm->ps->eFlags & EF_CROUCHING ) && ( pm->ps->groundEntityNum != ENTITYNUM_NONE ) ) { //---… in PM_AdjustAimSpreadScale()
2532 if ( es->eFlags & EF_CROUCHING ) { in CG_AnimPlayerConditions()
4622 if ( es->eFlags & EF_CROUCHING ) { in CG_AnimPlayerConditions()