Searched refs:FALLFORWARD_FROMHIT_CROUCH (Results 1 – 6 of 6) sorted by relevance
125 case FALLFORWARD_FROMHIT_CROUCH: return "FALLFORWARD_FROMHIT_CROUCH"; in getAnimationName()
157 FALLFORWARD_FROMHIT_CROUCH, enumerator
2141 if ( pSoldier->usAnimState == FALLFORWARD_FROMHIT_CROUCH ) in AdjustToNextAnimationFrame()3178 ChangeSoldierState(pSoldier, FALLFORWARD_FROMHIT_CROUCH, 0, FALSE); in CheckForAndHandleSoldierIncompacitated()3221 case FALLFORWARD_FROMHIT_CROUCH: in CheckForAndHandleSoldierDyingNotFromHit()
622 case FALLFORWARD_FROMHIT_CROUCH: in InternalGetAnimationStructureRef()
524 gubAnimSurfaceIndex[REGMALE][FALLFORWARD_FROMHIT_CROUCH] = RGMHITCROUCH; in InitAnimationSurfacesPerBodytype()885 gubAnimSurfaceIndex[BIGMALE][FALLFORWARD_FROMHIT_CROUCH] = BGMHITCROUCH; in InitAnimationSurfacesPerBodytype()1247 gubAnimSurfaceIndex[STOCKYMALE][FALLFORWARD_FROMHIT_CROUCH] = RGMHITCROUCH; in InitAnimationSurfacesPerBodytype()1606 gubAnimSurfaceIndex[REGFEMALE][FALLFORWARD_FROMHIT_CROUCH] = RGFHITCROUCH; in InitAnimationSurfacesPerBodytype()
1593 case FALLFORWARD_FROMHIT_CROUCH: in EVENT_InitNewSoldierAnim()8094 EVENT_InitNewSoldierAnim( pSoldier, FALLFORWARD_FROMHIT_CROUCH, 0 , FALSE); in SoldierCollapse()