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

/dports/games/bstone/bstone-1.1.9/src/
H A Djm_tp.cpp414 { SPR_VITAL_STAND, pis_scaled, }, in initialize_tp_shape_table()
483 { SPR_VITAL_STAND, pis_scaled, }, in initialize_tp_shape_table()
633 { SPR_VITAL_STAND, pis_scaled, }, in initialize_tp_shape_table()
702 { SPR_VITAL_STAND, pis_scaled, }, in initialize_tp_shape_table()
852 { SPR_VITAL_STAND, pis_scaled, }, in initialize_tp_shape_table()
921 { SPR_VITAL_STAND, pis_scaled, }, in initialize_tp_shape_table()
H A D3d_act2.cpp753 ::InitSmartSpeedAnim(new_actor, SPR_VITAL_STAND, 0, 0, at_NONE, ad_FWD, 0); in SpawnOffsetObj()
1785 ::InitSmartSpeedAnim(obj, SPR_VITAL_STAND, 0, 0, at_NONE, ad_FWD, 0); in T_SmartThought()
H A D3d_def.h1002 extern int16_t SPR_VITAL_STAND;
H A D3d_main.cpp731 int16_t SPR_VITAL_STAND = 0; variable
2362 SPR_VITAL_STAND = 446; in initialize_sprites()