Searched refs:PA_JUMP (Results 1 – 6 of 6) sorted by relevance
42 #define PA_JUMP 4 macro
304 if (z > 0) animType = PA_JUMP; in step()
176 PA_JUMP, enumerator
5146 {"PA_JUMP",PA_JUMP},
8196 …(((player->charflags & SF_NOJUMPSPIN) && (player->pflags & PF_JUMPED) && player->panim == PA_JUMP)) in P_MovePlayer()8200 …player->panim == PA_FALL || player->panim == PA_RIDE || player->panim == PA_JUMP) && !player->mo->… in P_MovePlayer()8611 …panim == PA_RUN || player->panim == PA_DASH || player->panim == PA_ROLL || player->panim == PA_JUMP in P_MovePlayer()11151 …boolean doroll = (player->panim == PA_ROLL || (player->panim == PA_JUMP && !(player->charflags & S… in P_DoTailsOverlay()11196 else if (player->panim == PA_SPRING || player->panim == PA_JUMP) in P_DoTailsOverlay()11235 else if (player->panim == PA_SPRING || player->panim == PA_JUMP) in P_DoTailsOverlay()12961 && (player->panim == PA_JUMP || player->panim == PA_ROLL))\
275 player->panim = PA_JUMP; in P_SetPlayerMobjState()361 if (player->panim == PA_ROLL || player->panim == PA_JUMP) in P_SetPlayerMobjState()