Searched refs:FACE_INACTIVE_HANDLED_ELSEWHERE (Results 1 – 6 of 6) sorted by relevance
298 if (f.uiFlags & FACE_INACTIVE_HANDLED_ELSEWHERE) in InternalSetAutoFaceActive()367 if (f.uiFlags & FACE_INACTIVE_HANDLED_ELSEWHERE) in SetAutoFaceInActive()408 f.uiFlags &= ~FACE_INACTIVE_HANDLED_ELSEWHERE; in SetAutoFaceInActive()609 if (!(f.uiFlags & FACE_INACTIVE_HANDLED_ELSEWHERE)) in MouthAutoFace()761 if (!(f.uiFlags & FACE_INACTIVE_HANDLED_ELSEWHERE) || buffer) in HandleRenderFaceAdjustments()
29 #define FACE_INACTIVE_HANDLED_ELSEWHERE 0x00000008 // This face has been setup and any disable shou… macro
264 …else if (s.face->uiFlags & FACE_INACTIVE_HANDLED_ELSEWHERE) // OK, check if this face actually wen… in RenderSoldierFace()
1037 f.uiFlags |= FACE_INACTIVE_HANDLED_ELSEWHERE; in HandleExternNPCSpeechFace()1099 f.uiFlags |= FACE_INACTIVE_HANDLED_ELSEWHERE | FACE_MAKEACTIVE_ONCE_DONE; in HandleTacticalSpeechUI()
477 f.uiFlags |= FACE_INACTIVE_HANDLED_ELSEWHERE; in InternalInitTalkingMenu()
763 f.uiFlags |= FACE_INACTIVE_HANDLED_ELSEWHERE; in InitShopKeepersFace()