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Searched refs:_miAnimType (Results 1 – 3 of 3) sorted by relevance

/dports/games/devilutionX/devilutionX-1.2.1/Source/
H A Dmissiles.cpp1163 missile[i]._miAnimType == MFILE_FIREWAL || missile[i]._miAnimType == MFILE_LGHNING,
1208 missile[mi]._miAnimType = animtype;
1222 SetMissAnim(mi, missile[mi]._miAnimType);
3404 if (missile[mi]._miAnimType == MFILE_NONE || misfiledata[missile[mi]._miAnimType].mAnimFAmt < 8)
3505 if (missile[i]._miAnimType == MFILE_MINILTNG || missile[i]._miAnimType == MFILE_MAGBLOS) {
3810 if (missile[i]._miAnimType == MFILE_BIGEXP) {
4020 if (missile[i]._miAnimType == MFILE_BIGEXP) {
4983 if (missile[i]._miAnimType == MFILE_SHATTER1)
5362 if (missile[i]._miAnimType != MFILE_LGHNING) {
5398 if (missile[i]._miAnimType != MFILE_HOLYEXPL) {
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H A Dmissiles.h60 Uint8 _miAnimType; member
H A Dloadsave.cpp643 pMissile->_miAnimType = file->nextLE<Uint8>(); in LoadMissile()
1600 file->writeLE<Uint8>(pMissile->_miAnimType); in SaveMissile()