Searched refs:PUNCH_LOW (Results 1 – 4 of 4) sorted by relevance
312 case PUNCH_LOW: return "PUNCH_LOW"; in getAnimationName()
411 PUNCH_LOW, enumerator
515 pSoldier->usPendingAnimation = PUNCH_LOW; in DoNinjaAttack()521 EVENT_InitNewSoldierAnim( pSoldier, PUNCH_LOW, 0 , FALSE ); in DoNinjaAttack()6920 pSoldier->usPendingAnimation = PUNCH_LOW; in EVENT_SoldierBeginPunchAttack()6926 EVENT_InitNewSoldierAnim( pSoldier, PUNCH_LOW, 0 , FALSE ); in EVENT_SoldierBeginPunchAttack()7392 pSoldier->usPendingAnimation == PUNCH_LOW || in HaultSoldierFromSighting()
645 gubAnimSurfaceIndex[REGMALE][PUNCH_LOW] = RGMPUNCHLOW; in InitAnimationSurfacesPerBodytype()999 gubAnimSurfaceIndex[BIGMALE][PUNCH_LOW] = BGMPUNCHLOW; in InitAnimationSurfacesPerBodytype()1366 gubAnimSurfaceIndex[STOCKYMALE][PUNCH_LOW] = RGMPUNCHLOW; in InitAnimationSurfacesPerBodytype()1717 gubAnimSurfaceIndex[REGFEMALE][PUNCH_LOW] = RGFPUNCHLOW; in InitAnimationSurfacesPerBodytype()