Home
last modified time | relevance | path

Searched refs:ubHeight (Results 1 – 19 of 19) sorted by relevance

/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DLOS.cc1306 UINT8 ubHeight; in CalculateSoldierZPos() local
1311 ubHeight = ANIM_PRONE; in CalculateSoldierZPos()
1316 ubHeight = ANIM_PRONE; in CalculateSoldierZPos()
1321 ubHeight = ANIM_CROUCH; in CalculateSoldierZPos()
1347 switch ( ubHeight ) in CalculateSoldierZPos()
1363 switch ( ubHeight ) in CalculateSoldierZPos()
1379 switch ( ubHeight ) in CalculateSoldierZPos()
1395 switch ( ubHeight ) in CalculateSoldierZPos()
1411 switch ( ubHeight ) in CalculateSoldierZPos()
1427 switch ( ubHeight ) in CalculateSoldierZPos()
[all …]
H A DSoldier_Control.h985 #define PTR_CROUCHED (gAnimControl[ pSoldier->usAnimState ].ubHeight == ANIM_CROUCH)
986 #define PTR_STANDING (gAnimControl[ pSoldier->usAnimState ].ubHeight == ANIM_STAND)
987 #define PTR_PRONE (gAnimControl[ pSoldier->usAnimState ].ubHeight == ANIM_PRONE)
H A DAnimation_Control.h83 UINT8 ubHeight; member
H A DSoldier_Control.cc1004 ChangeSoldierStance(pSoldier, gAnimControl[usNewState].ubHeight); in EVENT_InitNewSoldierAnim()
2139 static UINT16 SelectFireAnimation(SOLDIERTYPE* pSoldier, UINT8 ubHeight);
2261 static UINT16 SelectFireAnimation(SOLDIERTYPE* pSoldier, UINT8 ubHeight) in SelectFireAnimation() argument
2329 switch ( ubHeight ) in SelectFireAnimation()
3927 if ( gAnimControl[ usAnimState ].ubHeight == ANIM_PRONE ) in EVENT_InternalSetSoldierDesiredDirection()
3938 if ( gAnimControl[ usAnimState ].ubHeight == ANIM_PRONE ) in EVENT_InternalSetSoldierDesiredDirection()
6165 if ( gAnimControl[ pSoldier->usAnimState ].ubHeight == ANIM_STAND ) in CheckSoldierHitRoof()
6970 switch( gAnimControl[ pSoldier->usAnimState ].ubHeight ) in EVENT_SoldierBeginDropBomb()
6991 switch( gAnimControl[ pSoldier->usAnimState ].ubHeight ) in EVENT_SoldierBeginUseDetonator()
8265 switch ( gAnimControl[ pSoldier->usAnimState ].ubHeight ) in PickPickupAnimation()
[all …]
H A DSoldier_Find.cc516 switch( gAnimControl[ pSoldier->usAnimState ].ubHeight ) in FindRelativeSoldierPosition()
H A DSoldier_Tile.cc370 switch( gAnimControl[ pSoldier->usAnimState ].ubHeight ) in HandleNextTile()
H A DAuto_Bandage.cc348 if (gAnimControl[s->usAnimState].ubHeight != ANIM_STAND) in AutoBandage()
H A DHandle_Items.cc356 if (gAnimControl[s->usAnimState].ubHeight == ANIM_STAND) in HandleItem()
903 if (gAnimControl[s->usAnimState].ubHeight == ANIM_STAND) in HandleItem()
1020 switch( gAnimControl[ pSoldier->usAnimState ].ubHeight ) in HandleSoldierThrowItem()
H A DWeapons.cc988 if (gAnimControl[tgt->usAnimState].ubHeight != ANIM_PRONE) in UseGun()
2481 switch( gAnimControl[ pTarget->usAnimState ].ubHeight ) in CalcChanceToHitGun()
2554 switch( gAnimControl[ pTarget->usAnimState ].ubHeight ) in CalcChanceToHitGun()
H A DSoldier_Ani.cc1037 if ( gAnimControl[ pSoldier->usAnimState ].ubHeight == ANIM_CROUCH ) in AdjustToNextAnimationFrame()
1535 if ( gAnimControl[ pTSoldier->usAnimState ].ubHeight == ANIM_STAND ) in AdjustToNextAnimationFrame()
H A DUI_Cursors.cc465 if (gAnimControl[potential_tgt->usAnimState].ubHeight == ANIM_PRONE) in DetermineCursorBodyLocation()
H A DPoints.cc1089 if (gAnimControl[s.usAnimState].ubHeight == ANIM_STAND) in MinAPsToShootOrStab()
H A DInterface_Items.cc3202 switch (gAnimControl[gUIValidCatcher->usAnimState].ubHeight) in DrawItemTileCursor()
3519 switch ( gAnimControl[ gpItemPointerSoldier->usAnimState ].ubHeight ) in HandleItemPointerClick()
3669 switch( gAnimControl[ pSoldier->usAnimState ].ubHeight ) in HandleItemPointerClick()
H A DHandle_UI.cc2443 sAPCost += GetAPsToChangeStance(sel, gAnimControl[sel->usUIMovementMode].ubHeight); in SelectedMercCanAffordMove()
5226 gAnimControl[guy_there->usAnimState].ubHeight == ANIM_PRONE) in IsValidJumpLocation()
H A DInterface.cc940 ac.ubHeight : ac.ubEndHeight; in GetSoldierAboveGuyPositions()
H A DOverhead.cc4605 if (gAnimControl[pTeamSoldier->usAnimState].ubHeight != ANIM_STAND) in CheckForEndOfBattle()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TileEngine/
H A DPhysics.cc430 switch( gAnimControl[ pSoldier->usAnimState ].ubHeight ) in PhysicsUpdateLife()
2023 if ( gAnimControl[ pSoldier->usAnimState ].ubHeight == ANIM_STAND ) in CheckForCatchObject()
2027 else if ( gAnimControl[ pSoldier->usAnimState ].ubHeight == ANIM_CROUCH ) in CheckForCatchObject()
2083 switch( gAnimControl[ pSoldier->usAnimState ].ubHeight ) in DoCatchObject()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TacticalAI/
H A DDecideAction.cc2071 else if ( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_PRONE ) in DecideActionRed()
2206 …if ( gAnimControl[ pSoldier->usAnimState ].ubHeight == ANIM_STAND && IsValidStance( pSoldier, ANIM… in DecideActionRed()
2213 else if ( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_PRONE ) in DecideActionRed()
2387 …if (!fCivilian && !bInWater && (gAnimControl[ pSoldier->usAnimState ].ubHeight == ANIM_STAND) && I… in DecideActionRed()
H A DAIMain.cc773 if ( gAnimControl[ pSoldier->usAnimState ].ubHeight == pSoldier->usActionData ) in FreeUpNPCFromStanceChange()
1707 if ( gAnimControl[ pSoldier->usAnimState ].ubHeight == pSoldier->usActionData ) in ExecuteAction()