Searched refs:END_OPEN_DOOR_CROUCHED (Results 1 – 6 of 6) sorted by relevance
368 case END_OPEN_DOOR_CROUCHED: return "END_OPEN_DOOR_CROUCHED"; in getAnimationName()
490 END_OPEN_DOOR_CROUCHED, enumerator
109 return standing ? anim_state : END_OPEN_DOOR_CROUCHED; in GetAnimStateForInteraction()
1762 pSoldier->usAnimState == END_OPEN_DOOR_CROUCHED || in AdjustToNextAnimationFrame()1844 …oldier->usAnimState == END_OPEN_DOOR || pSoldier->usAnimState == END_OPEN_DOOR_CROUCHED || pSoldie… in AdjustToNextAnimationFrame()
680 gubAnimSurfaceIndex[REGMALE][END_OPEN_DOOR_CROUCHED] = RGMMEDIC; in InitAnimationSurfacesPerBodytype()1036 gubAnimSurfaceIndex[BIGMALE][END_OPEN_DOOR_CROUCHED] = BGMMEDIC; in InitAnimationSurfacesPerBodytype()1401 gubAnimSurfaceIndex[STOCKYMALE][END_OPEN_DOOR_CROUCHED] = RGMMEDIC; in InitAnimationSurfacesPerBodytype()1753 gubAnimSurfaceIndex[REGFEMALE][END_OPEN_DOOR_CROUCHED] = RGFMEDIC; in InitAnimationSurfacesPerBodytype()
5004 sel->usAnimState == END_OPEN_DOOR_CROUCHED || in SelectedGuyInBusyAnimation()