Searched refs:monsterAnimationLimbOvershoot (Results 1 – 11 of 11) sorted by relevance
429 if ( my->monsterAnimationLimbOvershoot == ANIMATE_OVERSHOOT_NONE ) in lichIceAnimate()438 my->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_SETPOINT; in lichIceAnimate()456 my->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_NONE; in lichIceAnimate()702 my->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_SETPOINT; in lichIceAnimate()710 if ( my->monsterAnimationLimbOvershoot != ANIMATE_OVERSHOOT_TO_SETPOINT ) in lichIceAnimate()741 my->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_SETPOINT; in lichIceAnimate()749 if ( my->monsterAnimationLimbOvershoot != ANIMATE_OVERSHOOT_TO_SETPOINT ) in lichIceAnimate()799 my->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_SETPOINT; in lichIceAnimate()816 if ( my->monsterAnimationLimbOvershoot != ANIMATE_OVERSHOOT_TO_SETPOINT ) in lichIceAnimate()877 my->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_SETPOINT; in lichIceAnimate()[all …]
383 …INDUP2 && MONSTER_ATTACK != MONSTER_POSE_MELEE_WINDUP3 && my->monsterAnimationLimbOvershoot == ANI… in cockatriceMoveBodyparts()403 if ( my->monsterAnimationLimbOvershoot >= ANIMATE_OVERSHOOT_TO_SETPOINT ) in cockatriceMoveBodyparts()590 my->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_SETPOINT; in cockatriceMoveBodyparts()641 my->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_SETPOINT; in cockatriceMoveBodyparts()649 if ( my->monsterAnimationLimbOvershoot != ANIMATE_OVERSHOOT_TO_SETPOINT ) in cockatriceMoveBodyparts()667 my->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_SETPOINT; in cockatriceMoveBodyparts()737 entity->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_SETPOINT; in cockatriceMoveBodyparts()
423 if ( my->monsterAnimationLimbOvershoot == ANIMATE_OVERSHOOT_NONE ) in lichFireAnimate()432 my->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_SETPOINT; in lichFireAnimate()450 my->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_NONE; in lichFireAnimate()490 … if ( multiplayer != CLIENT && my->monsterAnimationLimbOvershoot >= ANIMATE_OVERSHOOT_TO_SETPOINT ) in lichFireAnimate()502 … if ( multiplayer != CLIENT && my->monsterAnimationLimbOvershoot >= ANIMATE_OVERSHOOT_TO_SETPOINT ) in lichFireAnimate()691 my->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_SETPOINT; in lichFireAnimate()705 if ( my->monsterAnimationLimbOvershoot != ANIMATE_OVERSHOOT_TO_SETPOINT ) in lichFireAnimate()793 my->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_SETPOINT; in lichFireAnimate()801 if ( my->monsterAnimationLimbOvershoot != ANIMATE_OVERSHOOT_TO_SETPOINT ) in lichFireAnimate()
350 if ( my->monsterAnimationLimbOvershoot >= ANIMATE_OVERSHOOT_TO_SETPOINT ) in crystalgolemMoveBodyparts()484 entity->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_SETPOINT; in crystalgolemMoveBodyparts()542 my->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_SETPOINT; in crystalgolemMoveBodyparts()
1252 my->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_ENDPOINT; in gyroBotAnimate()1267 my->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_SETPOINT; in gyroBotAnimate()1274 if ( my->monsterAnimationLimbOvershoot == ANIMATE_OVERSHOOT_NONE ) in gyroBotAnimate()1277 my->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_SETPOINT; in gyroBotAnimate()1896 entity->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_SETPOINT; in dummyBotAnimate()1900 if ( entity->monsterAnimationLimbOvershoot == ANIMATE_OVERSHOOT_NONE ) in dummyBotAnimate()
834 my->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_SETPOINT; in incubusMoveBodyparts()866 if ( my->monsterAnimationLimbOvershoot >= ANIMATE_OVERSHOOT_TO_SETPOINT ) in incubusMoveBodyparts()880 my->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_SETPOINT; in incubusMoveBodyparts()910 my->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_NONE; in incubusMoveBodyparts()
56 monsterAnimationLimbOvershoot(skill[30]), in Entity()
7559 if ( limb->monsterAnimationLimbOvershoot == ANIMATE_OVERSHOOT_TO_SETPOINT ) in limbAnimateWithOvershoot()7574 limb->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_ENDPOINT; in limbAnimateWithOvershoot()7593 limb->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_NONE; in limbAnimateWithOvershoot()7600 if ( limb->monsterAnimationLimbOvershoot == ANIMATE_OVERSHOOT_TO_SETPOINT ) in limbAnimateWithOvershoot()7615 limb->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_ENDPOINT; in limbAnimateWithOvershoot()7634 limb->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_NONE; in limbAnimateWithOvershoot()7641 if ( limb->monsterAnimationLimbOvershoot == ANIMATE_OVERSHOOT_TO_SETPOINT ) in limbAnimateWithOvershoot()7656 limb->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_ENDPOINT; in limbAnimateWithOvershoot()7675 limb->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_NONE; in limbAnimateWithOvershoot()7689 limb->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_ENDPOINT; in limbAnimateWithOvershoot()[all …]
429 if ( my->monsterAnimationLimbOvershoot == ANIMATE_OVERSHOOT_NONE ) in shadowMoveBodyparts()432 my->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_SETPOINT; in shadowMoveBodyparts()
229 Sint32& monsterAnimationLimbOvershoot; //skill[30] member in Entity
84 monsterAnimationLimbOvershoot(skill[30]), in Entity()