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Searched refs:legsAnim (Results 1 – 25 of 250) sorted by relevance

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/dports/games/openjk/OpenJK-07675e2/codeJK2/game/
H A Dbg_panimate.cpp1197 …entNum || pm->ps->legsAnim == BOTH_JUMP1 || pm->ps->legsAnim == BOTH_FORCEJUMP1 || pm->ps->legsAni… in PM_AttackForEnemyPos()
1465 …entNum || pm->ps->legsAnim == BOTH_JUMP1 || pm->ps->legsAnim == BOTH_FORCEJUMP1 || pm->ps->legsAni… in PM_SaberAttackForMovement()
1489 …&& (pm->ps->legsAnim == BOTH_STAND2||pm->ps->legsAnim == BOTH_SABERFAST_STANCE||pm->ps->legsAnim =… in PM_SaberAttackForMovement()
1970 int legsAnim = self->client->ps.legsAnim; in PM_FinishedCurrentLegsAnim() local
1973 if ( curFrame >= animations[legsAnim].firstFrame + (animations[legsAnim].numFrames - 2) ) in PM_FinishedCurrentLegsAnim()
2537 *legsAnim = anim; in PM_SetAnimFinal()
2809 || PM_LandingAnim( pm->ps->legsAnim ) in PM_TorsoAnimLightsaber()
3205 int legsAnim = pm->ps->legsAnim; in PM_TorsoAnimation() local
3867 switch( ps->legsAnim ) in PM_InOnGroundAnim()
3940 switch( pm->ps->legsAnim ) in PM_InSpecialDeathAnim()
[all …]
H A Dbg_pmove.cpp1134 int legsAnim = pm->ps->legsAnim; in PM_CheckJump() local
3787 int legsAnim = pm->ps->legsAnim; in PM_GettingUpFromKnockDown() local
4583 int legsAnim = pm->ps->legsAnim; in PM_AdjustStandAnimForSlope() local
4667 || (legsAnim >= LEGS_S1_LUP1 && legsAnim <= LEGS_S1_LUP5) in PM_AdjustStandAnimForSlope()
4668 || (legsAnim >= LEGS_S3_LUP1 && legsAnim <= LEGS_S3_LUP5) in PM_AdjustStandAnimForSlope()
4674 legsAnim++; in PM_AdjustStandAnimForSlope()
4679 legsAnim--; in PM_AdjustStandAnimForSlope()
4695 legsAnim++; in PM_AdjustStandAnimForSlope()
4700 legsAnim--; in PM_AdjustStandAnimForSlope()
4712 if ( legsAnim == BOTH_STAND1 || legsAnim == BOTH_STAND2 || legsAnim == BOTH_CROUCH1IDLE ) in PM_AdjustStandAnimForSlope()
[all …]
H A Dbg_pangles.cpp113 …if (( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT || ent->client->ps.legsAnim == BOTH_WALL_RUN… in PM_AdjustAngleForWallRun()
121 if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT ) in PM_AdjustAngleForWallRun()
139 if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT ) in PM_AdjustAngleForWallRun()
201 if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT ) in PM_AdjustAngleForWallRun()
205 else if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_LEFT ) in PM_AdjustAngleForWallRun()
221 if ( ent->client->ps.legsAnim == BOTH_JUMPFLIPSTABDOWN ) in PM_AdjustAnglesForSpinningFlip()
228 else if ( ent->client->ps.legsAnim == BOTH_JUMPFLIPSLASHDOWN1 ) in PM_AdjustAnglesForSpinningFlip()
570 if( ( pm->ps->legsAnim == LEGS_LEAN_RIGHT1) || in PM_UpdateViewAngles()
571 ( pm->ps->legsAnim == LEGS_LEAN_LEFT1) ) in PM_UpdateViewAngles()
/dports/games/openjk/OpenJK-07675e2/code/game/
H A Dbg_panimate.cpp4308 int legsAnim = self->client->ps.legsAnim; in PM_FinishedCurrentLegsAnim() local
4311 if ( curFrame >= animations[legsAnim].firstFrame + (animations[legsAnim].numFrames - 2) ) in PM_FinishedCurrentLegsAnim()
4698 (*legsAnim) = anim; in PM_SetAnimFinal()
4847 int bodyAnim = (*legsAnim); in PM_SetAnimFinal()
5000 *legsAnim = anim; in PM_SetAnimFinal()
5831 int legsAnim = pm->ps->legsAnim; in PM_TorsoAnimation() local
6575 switch( ps->legsAnim ) in PM_InOnGroundAnim()
6643 switch( pm->ps->legsAnim ) in PM_InSpecialDeathAnim()
6665 switch( pm->ps->legsAnim ) in PM_InDeathAnim()
7136 switch( legsAnim ) in PM_GetupAnimNoMove()
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H A Dbg_pmove.cpp2050 int legsAnim = pm->ps->legsAnim; in PM_CheckJump() local
6381 int legsAnim = pm->ps->legsAnim; in PM_GettingUpFromKnockDown() local
7515 int legsAnim = pm->ps->legsAnim; in PM_AdjustStandAnimForSlope() local
7625 || (legsAnim >= LEGS_S1_LUP1 && legsAnim <= LEGS_S1_LUP5) in PM_AdjustStandAnimForSlope()
7626 || (legsAnim >= LEGS_S3_LUP1 && legsAnim <= LEGS_S3_LUP5) in PM_AdjustStandAnimForSlope()
7634 legsAnim++; in PM_AdjustStandAnimForSlope()
7639 legsAnim--; in PM_AdjustStandAnimForSlope()
7657 legsAnim++; in PM_AdjustStandAnimForSlope()
7662 legsAnim--; in PM_AdjustStandAnimForSlope()
7674 if ( legsAnim == BOTH_STAND1 || legsAnim == BOTH_STAND2 || legsAnim == BOTH_CROUCH1IDLE ) in PM_AdjustStandAnimForSlope()
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H A DAI_SaberDroid.cpp204 switch ( self->client->ps.legsAnim ) in SaberDroid_PowerLevelForSaberAnim()
211 … self->client->clientInfo.animFileIndex, (animNumber_t)self->client->ps.legsAnim ) - self->client-… in SaberDroid_PowerLevelForSaberAnim()
222 … self->client->clientInfo.animFileIndex, (animNumber_t)self->client->ps.legsAnim ) - self->client-… in SaberDroid_PowerLevelForSaberAnim()
233 … self->client->clientInfo.animFileIndex, (animNumber_t)self->client->ps.legsAnim ) - self->client-… in SaberDroid_PowerLevelForSaberAnim()
244 … self->client->clientInfo.animFileIndex, (animNumber_t)self->client->ps.legsAnim ) - self->client-… in SaberDroid_PowerLevelForSaberAnim()
298 …NPC->client->ps.torsoAnim = NPC->client->ps.legsAnim;//need to do this because we have no anim spl… in NPC_SaberDroid_PickAttack()
372 && NPC->client->ps.legsAnim != BOTH_A3__L__R )//this one is a running attack in NPC_BSSaberDroid_Attack()
439 if ( NPC->client->ps.legsAnim == BOTH_TURNOFF in NPC_BSSD_Default()
440 || NPC->client->ps.legsAnim == BOTH_STAND1 ) in NPC_BSSD_Default()
H A Dg_active.cpp90 extern qboolean PM_GetupAnimNoMove( int legsAnim );
1853 switch ( hitEnt->client->ps.legsAnim ) in G_ThrownDeathAnimForDeathAnim()
2876 || ent->client->ps.legsAnim==BOTH_KYLE_PA_1 in G_CheckClampUcmd()
2877 || ent->client->ps.legsAnim==BOTH_KYLE_PA_2 in G_CheckClampUcmd()
2891 switch ( ent->client->ps.legsAnim ) in G_CheckClampUcmd()
3142 || ent->client->ps.legsAnim == BOTH_ARIAL_F1 in G_CheckClampUcmd()
3196 switch ( ent->client->ps.legsAnim ) in G_CheckClampUcmd()
3996 switch ( ent->client->ps.legsAnim ) in G_CheckClampUcmd()
4030 switch ( ent->client->ps.legsAnim ) in G_CheckClampUcmd()
4309 switch ( ent->client->ps.legsAnim ) in G_CheckClientIdle()
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H A DAI_Wampa.cpp157 if ( NPC->client->ps.legsAnim == BOTH_RUN2 ) in Wampa_Move()
167 if ( NPC->client->ps.legsAnim == BOTH_RUN1 ) in Wampa_Move()
325 switch ( NPC->client->ps.legsAnim ) in Wampa_Attack()
343 switch ( NPC->client->ps.legsAnim ) in Wampa_Attack()
488 && self->client->ps.legsAnim != BOTH_GESTURE1 in NPC_Wampa_Pain()
489 && self->client->ps.legsAnim != BOTH_GESTURE2 in NPC_Wampa_Pain()
494 if ( self->client->ps.legsAnim != BOTH_ATTACK1 in NPC_Wampa_Pain()
495 && self->client->ps.legsAnim != BOTH_ATTACK2 in NPC_Wampa_Pain()
496 && self->client->ps.legsAnim != BOTH_ATTACK3 ) in NPC_Wampa_Pain()
698 if ( NPC->client->ps.legsAnim == BOTH_HOLD_START ) in NPC_BSWampa_Default()
[all …]
/dports/games/openjk/OpenJK-07675e2/codemp/game/
H A Dbg_pmove.c2317 int legsAnim = pm->ps->legsAnim; in PM_CheckJump() local
4865 legsAnim = pm->ps->legsAnim; in PM_AdjustStandAnimForSlope()
4948 || (legsAnim >= LEGS_S1_LUP1 && legsAnim <= LEGS_S1_LUP5) in PM_AdjustStandAnimForSlope()
4949 || (legsAnim >= LEGS_S3_LUP1 && legsAnim <= LEGS_S3_LUP5) in PM_AdjustStandAnimForSlope()
4950 || (legsAnim >= LEGS_S4_LUP1 && legsAnim <= LEGS_S4_LUP5) in PM_AdjustStandAnimForSlope()
4955 legsAnim++; in PM_AdjustStandAnimForSlope()
4960 legsAnim--; in PM_AdjustStandAnimForSlope()
4971 || (legsAnim >= LEGS_S1_RUP1 && legsAnim <= LEGS_S1_RUP5) in PM_AdjustStandAnimForSlope()
4972 || (legsAnim >= LEGS_S3_RUP1 && legsAnim <= LEGS_S3_RUP5) in PM_AdjustStandAnimForSlope()
4978 legsAnim++; in PM_AdjustStandAnimForSlope()
[all …]
/dports/games/dhewm3/dhewm3-1.5.1/neo/d3xp/
H A DActor.cpp864 legsAnim.Save( savefile ); in Save()
1265 legsAnim.Shutdown(); in ShutdownThreads()
1993 return legsAnim.state; in GetAnimState()
2066 legsAnim.UpdateState(); in UpdateAnimState()
2698 legsAnim.idleAnim = false; in Event_PlayAnim()
2699 legsAnim.PlayAnim( anim ); in Event_PlayAnim()
2772 legsAnim.idleAnim = false; in Event_PlayCycle()
2820 legsAnim.BecomeIdle(); in Event_IdleAnim()
2876 legsAnim.BecomeIdle(); in Event_IdleAnim()
2927 if ( legsAnim.IsIdle() ) { in Event_SetSyncedAnimWeight()
[all …]
/dports/games/dhewm3/dhewm3-1.5.1/neo/game/
H A DActor.cpp830 legsAnim.Save( savefile ); in Save()
1217 legsAnim.Shutdown(); in ShutdownThreads()
1945 return legsAnim.state; in GetAnimState()
2018 legsAnim.UpdateState(); in UpdateAnimState()
2627 legsAnim.idleAnim = false; in Event_PlayAnim()
2628 legsAnim.PlayAnim( anim ); in Event_PlayAnim()
2701 legsAnim.idleAnim = false; in Event_PlayCycle()
2749 legsAnim.BecomeIdle(); in Event_IdleAnim()
2805 legsAnim.BecomeIdle(); in Event_IdleAnim()
2856 if ( legsAnim.IsIdle() ) { in Event_SetSyncedAnimWeight()
[all …]
/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/cgame/
H A Dcg_animmapobj.c80 anim.reversed = !es->legsAnim; in CG_ModelDoor()
87 if( es->legsAnim != cent->doorState ) in CG_ModelDoor()
90 cent->doorState = es->legsAnim; in CG_ModelDoor()
185 if( !es->legsAnim ) in CG_AnimMapObj()
192 anim.frameLerp = 1000 / es->legsAnim; in CG_AnimMapObj()
193 anim.initialLerp = 1000 / es->legsAnim; in CG_AnimMapObj()
/dports/games/ioquake3/ioquake3-1.36/code/q3_ui/
H A Dui_players.c156 pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; in UI_ForceLegsAnim()
264 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_LegsSequencing()
443 UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim ); in UI_PlayerAnimation()
588 if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE in UI_PlayerAngles()
1157 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1191 torsoAnim = legsAnim = BOTH_DEATH1; in UI_PlayerInfo_SetInfo()
1197 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1206 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_PlayerInfo_SetInfo()
1208 pi->pendingLegsAnim = legsAnim; in UI_PlayerInfo_SetInfo()
1210 else if ( legsAnim != currentAnim ) { in UI_PlayerInfo_SetInfo()
[all …]
/dports/games/ioquake3-server/ioquake3-1.36/code/q3_ui/
H A Dui_players.c156 pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; in UI_ForceLegsAnim()
264 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_LegsSequencing()
443 UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim ); in UI_PlayerAnimation()
588 if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE in UI_PlayerAngles()
1157 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1191 torsoAnim = legsAnim = BOTH_DEATH1; in UI_PlayerInfo_SetInfo()
1197 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1206 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_PlayerInfo_SetInfo()
1208 pi->pendingLegsAnim = legsAnim; in UI_PlayerInfo_SetInfo()
1210 else if ( legsAnim != currentAnim ) { in UI_PlayerInfo_SetInfo()
[all …]
/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/q3_ui/
H A Dui_players.c156 pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; in UI_ForceLegsAnim()
264 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_LegsSequencing()
443 UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim ); in UI_PlayerAnimation()
588 if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE in UI_PlayerAngles()
1157 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1191 torsoAnim = legsAnim = BOTH_DEATH1; in UI_PlayerInfo_SetInfo()
1197 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1206 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_PlayerInfo_SetInfo()
1208 pi->pendingLegsAnim = legsAnim; in UI_PlayerInfo_SetInfo()
1210 else if ( legsAnim != currentAnim ) { in UI_PlayerInfo_SetInfo()
[all …]
/dports/games/evq3/evq3/code/q3_ui/
H A Dui_players.c156 pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; in UI_ForceLegsAnim()
264 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_LegsSequencing()
443 UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim ); in UI_PlayerAnimation()
588 if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE in UI_PlayerAngles()
1157 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1191 torsoAnim = legsAnim = BOTH_DEATH1; in UI_PlayerInfo_SetInfo()
1197 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1206 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_PlayerInfo_SetInfo()
1208 pi->pendingLegsAnim = legsAnim; in UI_PlayerInfo_SetInfo()
1210 else if ( legsAnim != currentAnim ) { in UI_PlayerInfo_SetInfo()
[all …]
/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/ui/
H A Dui_players.c147 pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; in UI_ForceLegsAnim()
255 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_LegsSequencing()
434 UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim ); in UI_PlayerAnimation()
579 if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE in UI_PlayerAngles()
1277 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1311 torsoAnim = legsAnim = BOTH_DEATH1; in UI_PlayerInfo_SetInfo()
1317 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1326 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_PlayerInfo_SetInfo()
1328 pi->pendingLegsAnim = legsAnim; in UI_PlayerInfo_SetInfo()
1330 else if ( legsAnim != currentAnim ) { in UI_PlayerInfo_SetInfo()
[all …]
/dports/games/ioquake3/ioquake3-1.36/code/ui/
H A Dui_players.c157 pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; in UI_ForceLegsAnim()
265 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_LegsSequencing()
444 UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim ); in UI_PlayerAnimation()
589 if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE in UI_PlayerAngles()
1287 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1321 torsoAnim = legsAnim = BOTH_DEATH1; in UI_PlayerInfo_SetInfo()
1327 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1336 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_PlayerInfo_SetInfo()
1338 pi->pendingLegsAnim = legsAnim; in UI_PlayerInfo_SetInfo()
1340 else if ( legsAnim != currentAnim ) { in UI_PlayerInfo_SetInfo()
[all …]
/dports/games/ioquake3-server/ioquake3-1.36/code/ui/
H A Dui_players.c157 pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; in UI_ForceLegsAnim()
265 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_LegsSequencing()
444 UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim ); in UI_PlayerAnimation()
589 if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE in UI_PlayerAngles()
1287 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1321 torsoAnim = legsAnim = BOTH_DEATH1; in UI_PlayerInfo_SetInfo()
1327 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1336 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_PlayerInfo_SetInfo()
1338 pi->pendingLegsAnim = legsAnim; in UI_PlayerInfo_SetInfo()
1340 else if ( legsAnim != currentAnim ) { in UI_PlayerInfo_SetInfo()
[all …]
/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/ui/
H A Dui_players.c157 pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; in UI_ForceLegsAnim()
265 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_LegsSequencing()
444 UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim ); in UI_PlayerAnimation()
589 if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE in UI_PlayerAngles()
1287 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1321 torsoAnim = legsAnim = BOTH_DEATH1; in UI_PlayerInfo_SetInfo()
1327 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1336 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_PlayerInfo_SetInfo()
1338 pi->pendingLegsAnim = legsAnim; in UI_PlayerInfo_SetInfo()
1340 else if ( legsAnim != currentAnim ) { in UI_PlayerInfo_SetInfo()
[all …]
/dports/games/openarena-server/openarena-engine-source-0.8.8/code/ui/
H A Dui_players.c157 pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; in UI_ForceLegsAnim()
265 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_LegsSequencing()
444 UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim ); in UI_PlayerAnimation()
589 if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE in UI_PlayerAngles()
1287 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1321 torsoAnim = legsAnim = BOTH_DEATH1; in UI_PlayerInfo_SetInfo()
1327 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1336 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_PlayerInfo_SetInfo()
1338 pi->pendingLegsAnim = legsAnim; in UI_PlayerInfo_SetInfo()
1340 else if ( legsAnim != currentAnim ) { in UI_PlayerInfo_SetInfo()
[all …]
/dports/games/openarena/openarena-engine-source-0.8.8/code/ui/
H A Dui_players.c157 pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; in UI_ForceLegsAnim()
265 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_LegsSequencing()
444 UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim ); in UI_PlayerAnimation()
589 if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE in UI_PlayerAngles()
1287 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1321 torsoAnim = legsAnim = BOTH_DEATH1; in UI_PlayerInfo_SetInfo()
1327 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1336 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_PlayerInfo_SetInfo()
1338 pi->pendingLegsAnim = legsAnim; in UI_PlayerInfo_SetInfo()
1340 else if ( legsAnim != currentAnim ) { in UI_PlayerInfo_SetInfo()
[all …]
/dports/games/evq3/evq3/code/ui/
H A Dui_players.c157 pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; in UI_ForceLegsAnim()
265 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_LegsSequencing()
444 UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim ); in UI_PlayerAnimation()
589 if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE in UI_PlayerAngles()
1287 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1321 torsoAnim = legsAnim = BOTH_DEATH1; in UI_PlayerInfo_SetInfo()
1327 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1336 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_PlayerInfo_SetInfo()
1338 pi->pendingLegsAnim = legsAnim; in UI_PlayerInfo_SetInfo()
1340 else if ( legsAnim != currentAnim ) { in UI_PlayerInfo_SetInfo()
[all …]
/dports/games/iortcw/iortcw-1.51c/MP/code/game/
H A Dai_cast_func_attack.c397 ent->client->ps.legsAnim = in AIFunc_LoperAttack2()
398 ( ( ent->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | LOPER_LAND_ANIM; in AIFunc_LoperAttack2()
434 ent->client->ps.legsAnim = in AIFunc_LoperAttack2Start()
435 ( ( ent->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | LOPER_LEAP_ANIM; in AIFunc_LoperAttack2Start()
524 ent->client->ps.legsAnim = in AIFunc_LoperAttack3Start()
525 ( ( ent->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | LOPER_GROUND_ANIM; in AIFunc_LoperAttack3Start()
574 ent->client->ps.legsAnim = in AIFunc_StimSoldierAttack1()
575 ( ( ent->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | STIMSOLDIER_FLYLAND_ANIM; in AIFunc_StimSoldierAttack1()
602 ent->client->ps.legsAnim = in AIFunc_StimSoldierAttack1()
667 ent->client->ps.legsAnim = in AIFunc_StimSoldierAttack1Start()
[all …]
/dports/games/iortcw/iortcw-1.51c/MP/code/ui/
H A Dui_players.c161 pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; in UI_ForceLegsAnim()
641 if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE in UI_PlayerAngles()
1541 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1573 if ( torsoAnim == BOTH_DEATH1 || legsAnim == BOTH_DEATH1 ) { in UI_PlayerInfo_SetInfo()
1574 torsoAnim = legsAnim = BOTH_DEATH1; in UI_PlayerInfo_SetInfo()
1580 UI_ForceLegsAnim( pi, legsAnim ); in UI_PlayerInfo_SetInfo()
1589 currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; in UI_PlayerInfo_SetInfo()
1590 if ( legsAnim != LEGS_JUMP && ( currentAnim == LEGS_JUMP || currentAnim == LEGS_LAND ) ) { in UI_PlayerInfo_SetInfo()
1591 pi->pendingLegsAnim = legsAnim; in UI_PlayerInfo_SetInfo()
1592 } else if ( legsAnim != currentAnim ) { in UI_PlayerInfo_SetInfo()
[all …]

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