Searched refs:RANDOM_ANIM_INJURED (Results 1 – 3 of 3) sorted by relevance
22 #define RANDOM_ANIM_INJURED 0x08 macro
1438 … if ( ( pAnimDef->ubFlags & RANDOM_ANIM_INJURED ) && pSoldier->bLife >= INJURED_CHANGE_THREASHOLD ) in AdjustToNextAnimationFrame()1444 … if ( !( pAnimDef->ubFlags & RANDOM_ANIM_INJURED ) && pSoldier->bLife < INJURED_CHANGE_THREASHOLD ) in AdjustToNextAnimationFrame()
757 gRandomAnimDefs[REGMALE][4].ubFlags = RANDOM_ANIM_INJURED; in InitAnimationSurfacesPerBodytype()1160 gRandomAnimDefs[BIGMALE][5].ubFlags = RANDOM_ANIM_INJURED; in InitAnimationSurfacesPerBodytype()1545 gRandomAnimDefs[STOCKYMALE][4].ubFlags = RANDOM_ANIM_INJURED; in InitAnimationSurfacesPerBodytype()1896 gRandomAnimDefs[REGFEMALE][4].ubFlags = RANDOM_ANIM_INJURED; in InitAnimationSurfacesPerBodytype()