Searched refs:ubHeight (Results 1 – 19 of 19) sorted by relevance
1306 UINT8 ubHeight; in CalculateSoldierZPos() local1311 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 …]
985 #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)
83 UINT8 ubHeight; member
1004 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() argument2329 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 …]
516 switch( gAnimControl[ pSoldier->usAnimState ].ubHeight ) in FindRelativeSoldierPosition()
370 switch( gAnimControl[ pSoldier->usAnimState ].ubHeight ) in HandleNextTile()
348 if (gAnimControl[s->usAnimState].ubHeight != ANIM_STAND) in AutoBandage()
356 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()
988 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()
1037 if ( gAnimControl[ pSoldier->usAnimState ].ubHeight == ANIM_CROUCH ) in AdjustToNextAnimationFrame()1535 if ( gAnimControl[ pTSoldier->usAnimState ].ubHeight == ANIM_STAND ) in AdjustToNextAnimationFrame()
465 if (gAnimControl[potential_tgt->usAnimState].ubHeight == ANIM_PRONE) in DetermineCursorBodyLocation()
1089 if (gAnimControl[s.usAnimState].ubHeight == ANIM_STAND) in MinAPsToShootOrStab()
3202 switch (gAnimControl[gUIValidCatcher->usAnimState].ubHeight) in DrawItemTileCursor()3519 switch ( gAnimControl[ gpItemPointerSoldier->usAnimState ].ubHeight ) in HandleItemPointerClick()3669 switch( gAnimControl[ pSoldier->usAnimState ].ubHeight ) in HandleItemPointerClick()
2443 sAPCost += GetAPsToChangeStance(sel, gAnimControl[sel->usUIMovementMode].ubHeight); in SelectedMercCanAffordMove()5226 gAnimControl[guy_there->usAnimState].ubHeight == ANIM_PRONE) in IsValidJumpLocation()
940 ac.ubHeight : ac.ubEndHeight; in GetSoldierAboveGuyPositions()
4605 if (gAnimControl[pTeamSoldier->usAnimState].ubHeight != ANIM_STAND) in CheckForEndOfBattle()
430 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()
2071 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()
773 if ( gAnimControl[ pSoldier->usAnimState ].ubHeight == pSoldier->usActionData ) in FreeUpNPCFromStanceChange()1707 if ( gAnimControl[ pSoldier->usAnimState ].ubHeight == pSoldier->usActionData ) in ExecuteAction()