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Searched refs:PUNCH_LOW (Results 1 – 4 of 4) sorted by relevance

/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/externalized/internals/
H A Denums.cc312 case PUNCH_LOW: return "PUNCH_LOW"; in getAnimationName()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DAnimation_Control.h411 PUNCH_LOW, enumerator
H A DSoldier_Control.cc515 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()
H A DAnimation_Control.cc645 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()