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Searched refs:monsterAnimationLimbOvershoot (Results 1 – 11 of 11) sorted by relevance

/dports/games/barony/Barony-3.3.7/src/
H A Dmonster_lichice.cpp429 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 …]
H A Dmonster_cockatrice.cpp383 …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()
H A Dmonster_lichfire.cpp423 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()
H A Dmonster_crystalgolem.cpp350 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()
H A Dmonster_sentrybot.cpp1252 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()
H A Dmonster_incubus.cpp834 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()
H A Dentity_editor.cpp56 monsterAnimationLimbOvershoot(skill[30]), in Entity()
H A Dactmonster.cpp7559 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 …]
H A Dmonster_shadow.cpp429 if ( my->monsterAnimationLimbOvershoot == ANIMATE_OVERSHOOT_NONE ) in shadowMoveBodyparts()
432 my->monsterAnimationLimbOvershoot = ANIMATE_OVERSHOOT_TO_SETPOINT; in shadowMoveBodyparts()
H A Dentity.hpp229 Sint32& monsterAnimationLimbOvershoot; //skill[30] member in Entity
H A Dentity.cpp84 monsterAnimationLimbOvershoot(skill[30]), in Entity()