Sandro's feature pack (by Sandro)

- Dual Burst/Autofire Enabled
- Alternative Weapon Holding (firing from hip + pistol with one hand)
- Energy Cost on Weapon Manipulation (holding it shouldered, firing)
- Suppression Effectiveness Modified by Caliber and Gun Loudness
- No Enemy Auto-ready Weapon Option
- Fancy Big Merc Rifle Holding Animations
- More Random Idle Animations
- Kick in HtH Implemented
- Jumping Implemented
- (Included Fix for IIS with Martial Arts Bonus)
- further infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/308884/A_Small_Compilation_of_New_Fea.html#Post308884
- you also need the latest GameDir files!


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5471 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-08-14 12:19:57 +00:00
parent a61d724335
commit 21dd880240
66 changed files with 4276 additions and 1288 deletions
+477 -195
View File
@@ -19,6 +19,7 @@
#include "points.h"
#include "Debug Control.h"
#include "Random.h"
#include "Soldier Control.h"
#endif
#include "connect.h"
@@ -74,8 +75,29 @@ static UINT16 THROW_KNIFE_SP_BM_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,1,1
static UINT16 PRONE_START_FIRST_AID_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,442,1033,0,0,0,0 };
static UINT16 PRONE_GIVE_FIRST_AID_AnimationScript[MAX_FRAMES_PER_ANIM] = { 4,5,6,7,6,5,4,3,4,5,6,6,5,7,6,5,4,3,4,5,5,6,7,6,7,6,5,7,6,5,4,3,2,3,2,4,501,0,0,0,0 };
static UINT16 DUAL_BURST_ST_CR_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,459,441,448,430,17,477,458,441,448,430,21,19,24,477,1101,449,753,473,1102,999,0,0,0,0 };
static UINT16 DUAL_BURST_PRONE_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,4,459,441,448,430,5,477,458,441,448,430,9,7,11,477,1101,449,753,473,1102,999,0,0,0,0 };
//static UINT16 SHOOT_ALTERNATIVE_STAND_LOW_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,3,4,470,441,430,5,6,477,7,8,4,3,753,473,612,999,0,0,0,0 };
//static UINT16 BURST_ALTERNATIVE_STAND_LOW_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,3,4,441,448,430,5,4,477,441,448,430,5,4,477,441,448,430,5,4,477,441,448,430,5,4,477,441,448,430,5,4,477,441,448,430,5,6,7,477,8,4,3,449,753,473,612,999,0,0,0,0 };
static UINT16 START_COWER_CROUCHED_AnimationScript[MAX_FRAMES_PER_ANIM] = { 4,5,442,922,999,0,0,0,0 };
static UINT16 END_COWER_CROUCHED_AnimationScript[MAX_FRAMES_PER_ANIM] = { 5,4,442,499,999,0,0,0,0 };
static UINT16 START_COWER_PRONE_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,442,1054,999,0,0,0,0 };
static UINT16 COWER_PRONE_AnimationScript[MAX_FRAMES_PER_ANIM] = { 5,6,7,8,9,10,9,8,5,4,5,6,501,999,0,0,0,0 };
static UINT16 END_COWER_PRONE_AnimationScript[MAX_FRAMES_PER_ANIM] = { 4,3,2,1,442,499,999,0,0,0,0 };
static UINT16 F_IDLE_ANIM_KICKSN_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,601,0,0,0,0 };
static UINT16 F_IDLE_ANIM_LOOK_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,10,11,12,13,14,13,12,11,10,9,8,7,6,5,4,3,2,1,601,0,0,0,0 };
static UINT16 NINJA_SPINKICK_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,727,492,32,33,34,430,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,753,442,468,999,0,0,0,0 };
static UINT16 FOCUSED_PUNCH_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,8,8,8,9,9,9,9,10,10,10,10,11,11,11,11,12,12,12,12,12,12,12,13,13,14,14,727,492,15,16,17,430,18,19,19,19,19,20,20,20,20,21,21,21,22,22,22,23,23,23,24,24,24,753,442,468,999,0,0,0,0 };
static UINT16 FOCUSED_STAB_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,5,5,5,6,6,7,727,492,8,9,430,10,10,10,10,11,11,11,11,12,12,12,13,13,13,14,14,14,442,912,499,0,0,0,0 };
static UINT16 HTH_KICK_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,1,2,3,4,5,6,7,727,492,8,9,10,430,11,11,12,13,14,15,16,17,18,19,442,468,999,0,0,0,0 };
static UINT16 FOCUSED_HTH_KICK_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,1,1,1,2,2,2,3,3,3,4,4,4,4,5,5,5,5,6,6,6,6,7,7,7,7,7,7,7,7,727,492,8,8,9,10,430,10,10,11,11,11,11,12,12,12,13,13,13,14,14,14,15,15,16,16,17,17,18,18,19,19,442,468,999,0,0,0,0 };
//static UINT16 LONG_JUMP_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,703,4,5,6,6,7,8,9,10,11,704,12,13,14,501,999,0,0,0,0 };
static UINT16 LONG_JUMP_AnimationScript[MAX_FRAMES_PER_ANIM] = { 2,703,3,4,5,6,6,7,7,8,704,9,501,999,0,0,0,0 };
ANI_SPEED_DEF gubAnimCrawlSpeeds[ TOTALBODYTYPES ];
//Block for anim file
@@ -410,10 +432,10 @@ ANIMCONTROLTYPE gAnimControl[ NUMANIMATIONSTATES ] =
{"NOT USED 1" , 20, 20, (FLOAT)0.9, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
// BIG GUY FLEX
{"BIG GUY FLEX" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"BIG GUY FLEX" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_LOWER_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
// BIG GUY STRECH
{"BIG GUY STRECH" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"BIG GUY STRECH" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_LOWER_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
// BIG GUY SOEDUST
{"BIG GUY SHOE DUST" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
@@ -464,15 +486,15 @@ ANIMCONTROLTYPE gAnimControl[ NUMANIMATIONSTATES ] =
{"FEM CLEAN" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"FEM KICKSN" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"FEM KICKSN" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_LOWER_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"FEM LOOK" , 0, 180, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"FEM WIPE" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"FEM WIPE" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_LOWER_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"REG SQUISH" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"REG SQUISH" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_LOWER_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"REG PULL" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"REG PULL" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_LOWER_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"REG SPIT" , 0, 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
@@ -704,13 +726,13 @@ ANIMCONTROLTYPE gAnimControl[ NUMANIMATIONSTATES ] =
"Use Remote" , 0, 80, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT, ANIM_STAND, ANIM_STAND, -1,
//COWER
"START Cower" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT | ANIM_IGNORE_AUTOSTANCE, ANIM_STAND, ANIM_CROUCH, -1,
"START Cower" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT | ANIM_IGNORE_AUTOSTANCE, ANIM_STAND, ANIM_CROUCH, -1,
//COWER
"Cowering" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE , ANIM_CROUCH, ANIM_CROUCH, -1,
"Cowering" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON , ANIM_CROUCH, ANIM_CROUCH, -1,
//END COWER
"End Cower" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE, ANIM_CROUCH, ANIM_STAND, -1,
"End Cower" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE, ANIM_CROUCH, ANIM_STAND, -1,
//STEAL ITEM
"STEAL ITEM" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1,
@@ -999,12 +1021,10 @@ ANIMCONTROLTYPE gAnimControl[ NUMANIMATIONSTATES ] =
{"RUN WITH PISTOL" , 0, 0, (FLOAT)2.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_MODERATE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
//SIDE STEPPING WITH READIED WEAPON
"SIDE STEPPING WITH PISTOL RDY" , 0, 50, (FLOAT)0.4, ANIM_MOVING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1,
"SIDE STEPPING WITH RIFLE RDY" , 0, 50, (FLOAT)0.4, ANIM_MOVING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1,
"SIDE STEPPING WITH DUAL RDY" , 0, 50, (FLOAT)0.4, ANIM_MOVING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1,
//WALKING WITH READIED WEAPON
{"WALKING WITH PISTOL RDY" , 20, 0, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"WALKING WITH RIFLE RDY" , 20, 0, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"WALKING WITH DUAL RDY" , 20, 0, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
@@ -1018,6 +1038,47 @@ ANIMCONTROLTYPE gAnimControl[ NUMANIMATIONSTATES ] =
//STEAL ITEM CROUCHED
"STEAL ITEM CROUCHED" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
// STAND BURST DUAL
{"STAND BURST DUAL" , 0, 0, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
// CROUCH BURST DUAL
{"CROUCH BURST DUAL" , 0, 0, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1},
// PRONE BURST DUAL
{"PRONE BURST DUAL" , 0, 0, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
// firing from hip animations
{"ALTERNATIVE READY" , 0, 100, (FLOAT)0, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_ALT_WEAPON_HOLDING | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT , ANIM_STAND, ANIM_STAND, -1},
{"ALTERNATIVE AIM" , 0, 250, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_ALT_WEAPON_HOLDING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"ALTERNATIVE SHOOT" , 0, 100, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_ALT_WEAPON_HOLDING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_RT_NONINTERRUPT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
{"ALTERNATIVE BURST" , 0, 0, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_ALT_WEAPON_HOLDING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
{"ALTERNATIVE LOW" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_ALT_WEAPON_HOLDING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
{"ALTERNATIVE LOW BURST" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_ALT_WEAPON_HOLDING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
{"ALTERNATIVE UNREADY" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_ALT_WEAPON_HOLDING | ANIM_RAISE_WEAPON | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_MIN_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"ALTERNATIVE UNJAM" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_ALT_WEAPON_HOLDING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
{"ALTERNATIVE LOW UNJAM" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_ALT_WEAPON_HOLDING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
{"ALTERNATIVE WALKING" , 20, 0, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_ALT_WEAPON_HOLDING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"ALTERNATIVE SIDE STEP" , 0, 50, (FLOAT)0.4, ANIM_MOVING | ANIM_NORESTART | ANIM_ALT_WEAPON_HOLDING | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
//COWER CROUCHED
{"COWER CROUCHED" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT, ANIM_CROUCH, ANIM_CROUCH, -1},
//END COWER CROUCHED
{"END COWER CROUCHED" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_CROUCH, ANIM_CROUCH, -1},
//COWER PRONE
{"START COWER PRONE" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_MIN_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT, ANIM_PRONE, ANIM_PRONE, -1},
//COWER PRONE
{"COWER PRONE" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_MIN_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1},
//END COWER PRONE
{"End COWER PRONE" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_MIN_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1},
{"BIGMERC IDLE NECK 2" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"FOCUSED PUNCH" , 0, 40, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_MODERATE_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
{"FOCUSED STAB" , 0, 40, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_MODERATE_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
{"HTH KICK" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_MODERATE_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
{"FOCUSED HTH KICK" , 0, 40, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_MODERATE_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
// LONG JUMP
"LONG JUMP" , 0, 100, (FLOAT)3.4, ANIM_SPECIALMOVE | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_MODERATE_EFFORT | ANIM_TURNING, ANIM_STAND, ANIM_STAND, -1,
};
ANI_SPEED_DEF gubAnimWalkSpeeds[ TOTALBODYTYPES ] =
@@ -1419,12 +1480,10 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ REGMALE ][ JUMPWINDOWS ] = RGMJUMPWINDOWS;
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_PISTOL_RDY ] = RGMSIDESTEP_P_RDY;
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_RIFLE_RDY ] = RGMSIDESTEP_R_RDY;
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_WEAPON_RDY ] = RGMSIDESTEP_R_RDY;
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_DUAL_RDY ] = RGMSIDESTEP_D_RDY;
gubAnimSurfaceIndex[ REGMALE ][ WALKING_PISTOL_RDY ] = RGMWALK_P_RDY;
gubAnimSurfaceIndex[ REGMALE ][ WALKING_RIFLE_RDY ] = RGMWALK_R_RDY;
gubAnimSurfaceIndex[ REGMALE ][ WALKING_WEAPON_RDY ] = RGMWALK_R_RDY;
gubAnimSurfaceIndex[ REGMALE ][ WALKING_DUAL_RDY ] = RGMWALK_D_RDY;
gubAnimSurfaceIndex[ REGMALE ][ START_AID_PRN ] = RGMMEDICPRN;
@@ -1433,6 +1492,35 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ REGMALE ][ ADJACENT_GET_ITEM_CROUCHED ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ STEAL_ITEM_CROUCHED ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ BURST_DUAL_STAND ] = RGMSTANDDWALAIM;
gubAnimSurfaceIndex[ REGMALE ][ BURST_DUAL_CROUCH ] = RGMCDBLSHOT;
gubAnimSurfaceIndex[ REGMALE ][ BURST_DUAL_PRONE ] = RGMDWPRONE;
gubAnimSurfaceIndex[ REGMALE ][ READY_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ REGMALE ][ AIM_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ REGMALE ][ SHOOT_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ REGMALE ][ BURST_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ REGMALE ][ LOW_SHOT_ALTERNATIVE_STAND ] = RGM_HIP_LOW;
gubAnimSurfaceIndex[ REGMALE ][ LOW_BURST_ALTERNATIVE_STAND ] = RGM_HIP_LOW;
gubAnimSurfaceIndex[ REGMALE ][ UNREADY_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ REGMALE ][ UNJAM_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ REGMALE ][ LOW_UNJAM_ALTERNATIVE_STAND ] = RGM_HIP_LOW;
gubAnimSurfaceIndex[ REGMALE ][ WALKING_ALTERNATIVE_RDY ] = RGMBASICWALKING;
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_ALTERNATIVE_RDY ] = RGMSIDESTEP;
gubAnimSurfaceIndex[ REGMALE ][ START_COWER_CROUCHED ] = RGMCOWER;
gubAnimSurfaceIndex[ REGMALE ][ END_COWER_CROUCHED ] = RGMCOWER;
gubAnimSurfaceIndex[ REGMALE ][ START_COWER_PRONE ] = RGM_COWER_PRONE;
gubAnimSurfaceIndex[ REGMALE ][ COWERING_PRONE ] = RGM_COWER_PRONE;
gubAnimSurfaceIndex[ REGMALE ][ END_COWER_PRONE ] = RGM_COWER_PRONE;
gubAnimSurfaceIndex[ REGMALE ][ FOCUSED_PUNCH ] = RGMPUNCH;
gubAnimSurfaceIndex[ REGMALE ][ FOCUSED_STAB ] = RGMSTAB;
gubAnimSurfaceIndex[ REGMALE ][ HTH_KICK ] = RGMKICKDOOR;
gubAnimSurfaceIndex[ REGMALE ][ FOCUSED_HTH_KICK ] = RGMKICKDOOR;
gubAnimSurfaceIndex[ REGMALE ][ LONG_JUMP ] = RGMJUMPOVER;
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING][0] = RGMWATER_R_STD;
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ WALKING ][0] = RGMWATER_R_WALK;
@@ -1462,47 +1550,53 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ THROW_ITEM ][1] = RGMWATERTHROW;
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ LOB_ITEM ][0] = RGMWATERTHROW;
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ LOB_ITEM ][1] = RGMWATERTHROW;
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ BURST_DUAL_STAND ][1] = RGMWATER_DBLSHT;
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ READY_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ AIM_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ SHOOT_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ BURST_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ UNREADY_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ UNJAM_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
//Setup some random stuff
gRandomAnimDefs[ REGMALE ][ 0 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
gRandomAnimDefs[ REGMALE ][ 0 ].sAnimID = REG_SPIT;
gRandomAnimDefs[ REGMALE ][ 0 ].ubStartRoll = 0;
gRandomAnimDefs[ REGMALE ][ 0 ].ubEndRoll = 3;
gRandomAnimDefs[ REGMALE ][ 0 ].ubEndRoll = 9;
gRandomAnimDefs[ REGMALE ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL;
gRandomAnimDefs[ REGMALE ][ 0 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ REGMALE ][ 1 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
gRandomAnimDefs[ REGMALE ][ 1 ].sAnimID = REG_SQUISH;
gRandomAnimDefs[ REGMALE ][ 1 ].ubStartRoll = 10;
gRandomAnimDefs[ REGMALE ][ 1 ].ubEndRoll = 13;
gRandomAnimDefs[ REGMALE ][ 1 ].ubEndRoll = 19;
gRandomAnimDefs[ REGMALE ][ 1 ].ubFlags = RANDOM_ANIM_CASUAL;
gRandomAnimDefs[ REGMALE ][ 1 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ REGMALE ][ 2 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
gRandomAnimDefs[ REGMALE ][ 2 ].sAnimID = FEM_LOOK;
gRandomAnimDefs[ REGMALE ][ 2 ].ubStartRoll = 20;
gRandomAnimDefs[ REGMALE ][ 2 ].ubEndRoll = 23;
gRandomAnimDefs[ REGMALE ][ 2 ].ubFlags = 0;
gRandomAnimDefs[ REGMALE ][ 2 ].ubStartRoll = 10;
gRandomAnimDefs[ REGMALE ][ 2 ].ubEndRoll = 29;
gRandomAnimDefs[ REGMALE ][ 2 ].ubFlags = RANDOM_ANIM_LOOKAROUND;
gRandomAnimDefs[ REGMALE ][ 2 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ REGMALE ][ 3 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
gRandomAnimDefs[ REGMALE ][ 3 ].sAnimID = REG_PULL;
gRandomAnimDefs[ REGMALE ][ 3 ].ubStartRoll = 30;
gRandomAnimDefs[ REGMALE ][ 3 ].ubEndRoll = 33;
gRandomAnimDefs[ REGMALE ][ 3 ].ubEndRoll = 39;
gRandomAnimDefs[ REGMALE ][ 3 ].ubFlags = 0;
gRandomAnimDefs[ REGMALE ][ 3 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ REGMALE ][ 4 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
gRandomAnimDefs[ REGMALE ][ 4 ].sAnimID = MERC_HURT_IDLE_ANIM;
gRandomAnimDefs[ REGMALE ][ 4 ].ubStartRoll = 40;
gRandomAnimDefs[ REGMALE ][ 4 ].ubEndRoll = 100;
gRandomAnimDefs[ REGMALE ][ 4 ].ubStartRoll = 0;
gRandomAnimDefs[ REGMALE ][ 4 ].ubEndRoll = 60;
gRandomAnimDefs[ REGMALE ][ 4 ].ubFlags = RANDOM_ANIM_INJURED;
gRandomAnimDefs[ REGMALE ][ 4 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ REGMALE ][ 5 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
gRandomAnimDefs[ REGMALE ][ 5 ].sAnimID = DRUNK_IDLE;
gRandomAnimDefs[ REGMALE ][ 5 ].ubStartRoll = 40;
gRandomAnimDefs[ REGMALE ][ 5 ].ubStartRoll = 61;
gRandomAnimDefs[ REGMALE ][ 5 ].ubEndRoll = 100;
gRandomAnimDefs[ REGMALE ][ 5 ].ubFlags = RANDOM_ANIM_DRUNK;
gRandomAnimDefs[ REGMALE ][ 5 ].ubAnimHeight = ANIM_STAND;
@@ -1548,6 +1642,20 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceItemSubIndex[ REGMALE ][ WALK_BACKWARDS ] = RGMNOTHING_WALK;
gubAnimSurfaceItemSubIndex[ REGMALE ][ DRUNK_IDLE ] = RGMPISTOLDRUNK;
gubAnimSurfaceItemSubIndex[ REGMALE ][ RUNNING_W_PISTOL ] = RGMPISTOL_RUN;
gubAnimSurfaceItemSubIndex[ REGMALE ][ SIDE_STEP_WEAPON_RDY ] = RGMSIDESTEP_P_RDY;
gubAnimSurfaceItemSubIndex[ REGMALE ][ WALKING_WEAPON_RDY ] = RGMWALK_P_RDY;
gubAnimSurfaceItemSubIndex[ REGMALE ][ READY_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGMALE ][ AIM_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGMALE ][ SHOOT_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGMALE ][ BURST_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGMALE ][ LOW_SHOT_ALTERNATIVE_STAND ] = RGMPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ REGMALE ][ LOW_BURST_ALTERNATIVE_STAND ] = RGMPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ REGMALE ][ UNREADY_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGMALE ][ UNJAM_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGMALE ][ LOW_UNJAM_ALTERNATIVE_STAND ] = RGMPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ REGMALE ][ WALKING_ALTERNATIVE_RDY ] = RGMWALK_P_RDY;
gubAnimSurfaceItemSubIndex[ REGMALE ][ SIDE_STEP_ALTERNATIVE_RDY ] = RGMSIDESTEP_P_RDY;
gubAnimSurfaceCorpseID[ REGMALE ][ GENERIC_HIT_DEATH ] = SMERC_FWD;
@@ -1791,9 +1899,8 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ BIGMALE ][ LOCKPICK_CROUCHED ] = BGMMEDIC;
//<SB> crouch throwing
gubAnimSurfaceIndex[ BIGMALE ][ THROW_ITEM_CROUCHED ] = BGMCRTHROW;
//</SB>
//dddd
gubAnimSurfaceIndex[ BIGMALE ][ THROW_ITEM_CROUCHED ] = BGMCRTHROW;
//</SB> //dddd
gubAnimSurfaceIndex[ BIGMALE ][ BIGGUY_STONE ] = BGMWITHSTONE;
gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_ROCKET_CROUCHED ] = BGMCRROCKET;
gubAnimSurfaceIndex[ BIGMALE ][ SWATTING_WK ] = BGMSWKNIFE;
@@ -1811,12 +1918,10 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ BIGMALE ][ JUMPWINDOWS ] = BGMJUMPWINDOWS;
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_PISTOL_RDY ] = BGMSIDESTEP_P_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_RIFLE_RDY ] = BGMSIDESTEP_R_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_WEAPON_RDY ] = BGMSIDESTEP_R_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_DUAL_RDY ] = BGMSIDESTEP_D_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ WALKING_PISTOL_RDY ] = BGMWALK_P_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ WALKING_RIFLE_RDY ] = BGMWALK_R_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ WALKING_WEAPON_RDY ] = BGMWALK_R_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ WALKING_DUAL_RDY ] = BGMWALK_D_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ START_AID_PRN ] = BGMMEDICPRN;
@@ -1826,6 +1931,37 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ BIGMALE ][ ADJACENT_GET_ITEM_CROUCHED ] = BGMMEDIC;
gubAnimSurfaceIndex[ BIGMALE ][ STEAL_ITEM_CROUCHED ] = BGMMEDIC;
gubAnimSurfaceIndex[ BIGMALE ][ BURST_DUAL_STAND ] = BGMSTANDDWALAIM;
gubAnimSurfaceIndex[ BIGMALE ][ BURST_DUAL_CROUCH ] = BGMCDBLSHOT;
gubAnimSurfaceIndex[ BIGMALE ][ BURST_DUAL_PRONE ] = BGMDWPRONE;
gubAnimSurfaceIndex[ BIGMALE ][ READY_ALTERNATIVE_STAND ] = BGM_HIP_AIM;
gubAnimSurfaceIndex[ BIGMALE ][ AIM_ALTERNATIVE_STAND ] = BGM_HIP_AIM;
gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_ALTERNATIVE_STAND ] = BGM_HIP_AIM;
gubAnimSurfaceIndex[ BIGMALE ][ BURST_ALTERNATIVE_STAND ] = BGM_HIP_AIM;
gubAnimSurfaceIndex[ BIGMALE ][ LOW_SHOT_ALTERNATIVE_STAND ] = BGMSHOOT_LOW;
gubAnimSurfaceIndex[ BIGMALE ][ LOW_BURST_ALTERNATIVE_STAND ] = BGMSHOOT_LOW;
gubAnimSurfaceIndex[ BIGMALE ][ UNREADY_ALTERNATIVE_STAND ] = BGM_HIP_AIM;
gubAnimSurfaceIndex[ BIGMALE ][ UNJAM_ALTERNATIVE_STAND ] = BGM_HIP_AIM;
gubAnimSurfaceIndex[ BIGMALE ][ LOW_UNJAM_ALTERNATIVE_STAND ] = BGMSHOOT_LOW;
gubAnimSurfaceIndex[ BIGMALE ][ WALKING_ALTERNATIVE_RDY ] = BGMWALKING;
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_ALTERNATIVE_RDY ] = BGMSIDESTEP;
gubAnimSurfaceIndex[ BIGMALE ][ START_COWER_CROUCHED ] = BGMCOWER;
gubAnimSurfaceIndex[ BIGMALE ][ END_COWER_CROUCHED ] = BGMCOWER;
gubAnimSurfaceIndex[ BIGMALE ][ START_COWER_PRONE ] = BGM_COWER_PRONE;
gubAnimSurfaceIndex[ BIGMALE ][ COWERING_PRONE ] = BGM_COWER_PRONE;
gubAnimSurfaceIndex[ BIGMALE ][ END_COWER_PRONE ] = BGM_COWER_PRONE;
gubAnimSurfaceIndex[ BIGMALE ][ BIGMERC_IDLE_NECK2 ] = BGMIDLENECK2;
gubAnimSurfaceIndex[ BIGMALE ][ FOCUSED_PUNCH ] = BGMPUNCH;
gubAnimSurfaceIndex[ BIGMALE ][ FOCUSED_STAB ] = BGMSTAB;
gubAnimSurfaceIndex[ BIGMALE ][ HTH_KICK ] = BGMKICKDOOR;
gubAnimSurfaceIndex[ BIGMALE ][ FOCUSED_HTH_KICK ] = BGMKICKDOOR;
gubAnimSurfaceIndex[ BIGMALE ][ LONG_JUMP ] = BGMJUMPOVER;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ STANDING ] = BGMPISTOLBREATH;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ WALKING ] = BGMNOTHING_WALK;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ RUNNING ] = BGMNOTHING_RUN;
@@ -1866,7 +2002,20 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceItemSubIndex[ BIGMALE ][ WALK_BACKWARDS ] = BGMNOTHING_WALK;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ DRUNK_IDLE ] = BGMPISTOLDRUNK;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ RUNNING_W_PISTOL ] = BGMPISTOL_RUN;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ SIDE_STEP_WEAPON_RDY ] = BGMSIDESTEP_P_RDY;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ WALKING_WEAPON_RDY ] = BGMWALK_P_RDY;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ READY_ALTERNATIVE_STAND ] = BGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ AIM_ALTERNATIVE_STAND ] = BGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ SHOOT_ALTERNATIVE_STAND ] = BGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ BURST_ALTERNATIVE_STAND ] = BGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ LOW_SHOT_ALTERNATIVE_STAND ] = BGMPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ LOW_BURST_ALTERNATIVE_STAND ] = BGMPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ UNREADY_ALTERNATIVE_STAND ] = BGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ UNJAM_ALTERNATIVE_STAND ] = BGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ LOW_UNJAM_ALTERNATIVE_STAND ] = BGMPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ WALKING_ALTERNATIVE_RDY ] = BGMWALK_P_RDY;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ SIDE_STEP_ALTERNATIVE_RDY ] = BGMSIDESTEP_P_RDY;
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ STANDING][0] = BGMWATER_R_STD;
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ WALKING ][0] = BGMWATER_R_WALK;
@@ -1896,65 +2045,78 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ THROW_ITEM ][1] = BGMWATERTHROW;
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ LOB_ITEM ][0] = BGMWATERTHROW;
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ LOB_ITEM ][1] = BGMWATERTHROW;
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ BURST_DUAL_STAND ][1] = BGMWATER_DBLSHT;
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ READY_ALTERNATIVE_STAND ][0] = BGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ AIM_ALTERNATIVE_STAND ][0] = BGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ SHOOT_ALTERNATIVE_STAND ][0] = BGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ BURST_ALTERNATIVE_STAND ][0] = BGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ UNREADY_ALTERNATIVE_STAND ][0] = BGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ UNJAM_ALTERNATIVE_STAND ][0] = BGM_WATER_HIP_AIM;
//Setup some random stuff
gRandomAnimDefs[ BIGMALE ][ 0 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
gRandomAnimDefs[ BIGMALE ][ 0 ].sAnimID = BIGBUY_FLEX;
gRandomAnimDefs[ BIGMALE ][ 0 ].ubStartRoll = 0;
gRandomAnimDefs[ BIGMALE ][ 0 ].ubEndRoll = 3;
gRandomAnimDefs[ BIGMALE ][ 0 ].ubEndRoll = 9;
gRandomAnimDefs[ BIGMALE ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL;
gRandomAnimDefs[ BIGMALE ][ 0 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ BIGMALE ][ 1 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
gRandomAnimDefs[ BIGMALE ][ 1 ].sAnimID = BIGBUY_STRECH;
gRandomAnimDefs[ BIGMALE ][ 1 ].ubStartRoll = 10;
gRandomAnimDefs[ BIGMALE ][ 1 ].ubEndRoll = 13;
gRandomAnimDefs[ BIGMALE ][ 1 ].ubEndRoll = 19;
gRandomAnimDefs[ BIGMALE ][ 1 ].ubFlags = RANDOM_ANIM_CASUAL;
gRandomAnimDefs[ BIGMALE ][ 1 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ BIGMALE ][ 2 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
gRandomAnimDefs[ BIGMALE ][ 2 ].sAnimID = BIGBUY_SHOEDUST;
gRandomAnimDefs[ BIGMALE ][ 2 ].ubStartRoll = 20;
gRandomAnimDefs[ BIGMALE ][ 2 ].ubEndRoll = 23;
gRandomAnimDefs[ BIGMALE ][ 2 ].ubStartRoll = 0; //20;
gRandomAnimDefs[ BIGMALE ][ 2 ].ubEndRoll = 0; //29;
gRandomAnimDefs[ BIGMALE ][ 2 ].ubFlags = RANDOM_ANIM_CASUAL | RANDOM_ANIM_FIRSTBIGMERC;
gRandomAnimDefs[ BIGMALE ][ 2 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ BIGMALE ][ 3 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
gRandomAnimDefs[ BIGMALE ][ 3 ].sAnimID = BIGBUY_HEADTURN;
///ddd big guy with stone
gRandomAnimDefs[ BIGMALE ][ 3 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
gRandomAnimDefs[ BIGMALE ][ 3 ].sAnimID = BIGGUY_STONE;
gRandomAnimDefs[ BIGMALE ][ 3 ].ubStartRoll = 30;
gRandomAnimDefs[ BIGMALE ][ 3 ].ubEndRoll = 33;
gRandomAnimDefs[ BIGMALE ][ 3 ].ubFlags = RANDOM_ANIM_FIRSTBIGMERC;
gRandomAnimDefs[ BIGMALE ][ 3 ].ubEndRoll = 39;
gRandomAnimDefs[ BIGMALE ][ 3 ].ubFlags = RANDOM_ANIM_CASUAL ;
gRandomAnimDefs[ BIGMALE ][ 3 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ BIGMALE ][ 4 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
gRandomAnimDefs[ BIGMALE ][ 4 ].sAnimID = BIGMERC_IDLE_NECK;
gRandomAnimDefs[ BIGMALE ][ 4 ].sAnimID = BIGBUY_HEADTURN;
gRandomAnimDefs[ BIGMALE ][ 4 ].ubStartRoll = 30;
gRandomAnimDefs[ BIGMALE ][ 4 ].ubEndRoll = 36;
gRandomAnimDefs[ BIGMALE ][ 4 ].ubFlags = RANDOM_ANIM_SECONDBIGMERC;
gRandomAnimDefs[ BIGMALE ][ 4 ].ubEndRoll = 49;
gRandomAnimDefs[ BIGMALE ][ 4 ].ubFlags = RANDOM_ANIM_FIRSTBIGMERC | RANDOM_ANIM_LOOKAROUND;
gRandomAnimDefs[ BIGMALE ][ 4 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ BIGMALE ][ 5 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
gRandomAnimDefs[ BIGMALE ][ 5 ].sAnimID = MERC_HURT_IDLE_ANIM;
gRandomAnimDefs[ BIGMALE ][ 5 ].ubStartRoll = 40;
gRandomAnimDefs[ BIGMALE ][ 5 ].ubEndRoll = 100;
gRandomAnimDefs[ BIGMALE ][ 5 ].ubFlags = RANDOM_ANIM_INJURED;
gRandomAnimDefs[ BIGMALE ][ 5 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
gRandomAnimDefs[ BIGMALE ][ 5 ].sAnimID = BIGMERC_IDLE_NECK2;
gRandomAnimDefs[ BIGMALE ][ 5 ].ubStartRoll = 50;
gRandomAnimDefs[ BIGMALE ][ 5 ].ubEndRoll = 59;
gRandomAnimDefs[ BIGMALE ][ 5 ].ubFlags = RANDOM_ANIM_FIRSTBIGMERC;
gRandomAnimDefs[ BIGMALE ][ 5 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ BIGMALE ][ 6 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
gRandomAnimDefs[ BIGMALE ][ 6 ].sAnimID = DRUNK_IDLE;
gRandomAnimDefs[ BIGMALE ][ 6 ].ubStartRoll = 40;
gRandomAnimDefs[ BIGMALE ][ 6 ].ubEndRoll = 100;
gRandomAnimDefs[ BIGMALE ][ 6 ].ubFlags = RANDOM_ANIM_DRUNK;
gRandomAnimDefs[ BIGMALE ][ 6 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
gRandomAnimDefs[ BIGMALE ][ 6 ].sAnimID = BIGMERC_IDLE_NECK;
gRandomAnimDefs[ BIGMALE ][ 6 ].ubStartRoll = 50;
gRandomAnimDefs[ BIGMALE ][ 6 ].ubEndRoll = 59;
gRandomAnimDefs[ BIGMALE ][ 6 ].ubFlags = RANDOM_ANIM_SECONDBIGMERC;
gRandomAnimDefs[ BIGMALE ][ 6 ].ubAnimHeight = ANIM_STAND;
///ddd big guy with stone
gRandomAnimDefs[ BIGMALE ][ 7 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
gRandomAnimDefs[ BIGMALE ][ 7 ].sAnimID = BIGGUY_STONE;
gRandomAnimDefs[ BIGMALE ][ 7 ].ubStartRoll = 20;
gRandomAnimDefs[ BIGMALE ][ 7 ].ubEndRoll = 26;
gRandomAnimDefs[ BIGMALE ][ 7 ].ubFlags = RANDOM_ANIM_CASUAL ;
gRandomAnimDefs[ BIGMALE ][ 7 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
gRandomAnimDefs[ BIGMALE ][ 7 ].sAnimID = MERC_HURT_IDLE_ANIM;
gRandomAnimDefs[ BIGMALE ][ 7 ].ubStartRoll = 0;
gRandomAnimDefs[ BIGMALE ][ 7 ].ubEndRoll = 60;
gRandomAnimDefs[ BIGMALE ][ 7 ].ubFlags = RANDOM_ANIM_INJURED;
gRandomAnimDefs[ BIGMALE ][ 7 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ BIGMALE ][ 8 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
gRandomAnimDefs[ BIGMALE ][ 8 ].sAnimID = DRUNK_IDLE;
gRandomAnimDefs[ BIGMALE ][ 8 ].ubStartRoll = 61;
gRandomAnimDefs[ BIGMALE ][ 8 ].ubEndRoll = 100;
gRandomAnimDefs[ BIGMALE ][ 8 ].ubFlags = RANDOM_ANIM_DRUNK;
gRandomAnimDefs[ BIGMALE ][ 8 ].ubAnimHeight = ANIM_STAND;
gubAnimSurfaceCorpseID[ BIGMALE ][ GENERIC_HIT_DEATH ] = MMERC_FWD;
@@ -2219,12 +2381,10 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ STOCKYMALE ][ JUMPWINDOWS ] = RGMJUMPWINDOWS;
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_PISTOL_RDY ] = RGMSIDESTEP_P_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_RIFLE_RDY ] = RGMSIDESTEP_R_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_WEAPON_RDY ] = RGMSIDESTEP_R_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_DUAL_RDY ] = RGMSIDESTEP_D_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ WALKING_PISTOL_RDY ] = RGMWALK_P_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ WALKING_RIFLE_RDY ] = RGMWALK_R_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ WALKING_WEAPON_RDY ] = RGMWALK_R_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ WALKING_DUAL_RDY ] = RGMWALK_D_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ START_AID_PRN ] = RGMMEDICPRN;
@@ -2234,6 +2394,35 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ STOCKYMALE ][ ADJACENT_GET_ITEM_CROUCHED ] = RGMMEDIC;
gubAnimSurfaceIndex[ STOCKYMALE ][ STEAL_ITEM_CROUCHED ] = RGMMEDIC;
gubAnimSurfaceIndex[ STOCKYMALE ][ BURST_DUAL_STAND ] = RGMSTANDDWALAIM;
gubAnimSurfaceIndex[ STOCKYMALE ][ BURST_DUAL_CROUCH ] = RGMCDBLSHOT;
gubAnimSurfaceIndex[ STOCKYMALE ][ BURST_DUAL_PRONE ] = RGMDWPRONE;
gubAnimSurfaceIndex[ STOCKYMALE ][ READY_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ STOCKYMALE ][ AIM_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ STOCKYMALE ][ BURST_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ STOCKYMALE ][ LOW_SHOT_ALTERNATIVE_STAND ] = RGM_HIP_LOW;
gubAnimSurfaceIndex[ STOCKYMALE ][ LOW_BURST_ALTERNATIVE_STAND ] = RGM_HIP_LOW;
gubAnimSurfaceIndex[ STOCKYMALE ][ UNREADY_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ STOCKYMALE ][ UNJAM_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ STOCKYMALE ][ LOW_UNJAM_ALTERNATIVE_STAND ] = RGM_HIP_LOW;
gubAnimSurfaceIndex[ STOCKYMALE ][ WALKING_ALTERNATIVE_RDY ] = RGMBASICWALKING;
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_ALTERNATIVE_RDY ] = RGMSIDESTEP;
gubAnimSurfaceIndex[ STOCKYMALE ][ START_COWER_CROUCHED ] = RGMCOWER;
gubAnimSurfaceIndex[ STOCKYMALE ][ END_COWER_CROUCHED ] = RGMCOWER;
gubAnimSurfaceIndex[ STOCKYMALE ][ START_COWER_PRONE ] = RGM_COWER_PRONE;
gubAnimSurfaceIndex[ STOCKYMALE ][ COWERING_PRONE ] = RGM_COWER_PRONE;
gubAnimSurfaceIndex[ STOCKYMALE ][ END_COWER_PRONE ] = RGM_COWER_PRONE;
gubAnimSurfaceIndex[ STOCKYMALE ][ FOCUSED_PUNCH ] = RGMPUNCH;
gubAnimSurfaceIndex[ STOCKYMALE ][ FOCUSED_STAB ] = RGMSTAB;
gubAnimSurfaceIndex[ STOCKYMALE ][ HTH_KICK ] = RGMKICKDOOR;
gubAnimSurfaceIndex[ STOCKYMALE ][ FOCUSED_HTH_KICK ] = RGMKICKDOOR;
gubAnimSurfaceIndex[ STOCKYMALE ][ LONG_JUMP ] = RGMJUMPOVER;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ STANDING ] = RGMPISTOLBREATH;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ WALKING ] = RGMNOTHING_WALK;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ RUNNING] = RGMNOTHING_RUN;
@@ -2274,6 +2463,20 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ WALK_BACKWARDS ] = RGMNOTHING_WALK;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ DRUNK_IDLE ] = RGMPISTOLDRUNK;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ RUNNING_W_PISTOL ] = RGMPISTOL_RUN;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ SIDE_STEP_WEAPON_RDY ] = RGMSIDESTEP_P_RDY;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ WALKING_WEAPON_RDY ] = RGMWALK_P_RDY;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ READY_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ AIM_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ SHOOT_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ BURST_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ LOW_SHOT_ALTERNATIVE_STAND ] = RGMPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ LOW_BURST_ALTERNATIVE_STAND ] = RGMPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ UNREADY_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ UNJAM_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ LOW_UNJAM_ALTERNATIVE_STAND ] = RGMPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ WALKING_ALTERNATIVE_RDY ] = RGMWALK_P_RDY;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ SIDE_STEP_ALTERNATIVE_RDY ] = RGMSIDESTEP_P_RDY;
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ STANDING][0] = RGMWATER_R_STD;
@@ -2304,7 +2507,13 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ THROW_ITEM ][1] = RGMWATERTHROW;
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ LOB_ITEM ][0] = RGMWATERTHROW;
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ LOB_ITEM ][1] = RGMWATERTHROW;
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ BURST_DUAL_STAND ][1] = RGMWATER_DBLSHT;
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ READY_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ AIM_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ SHOOT_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ BURST_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ UNREADY_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ UNJAM_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
gubAnimSurfaceCorpseID[ STOCKYMALE ][ GENERIC_HIT_DEATH ] = SMERC_FWD;
@@ -2337,41 +2546,41 @@ void InitAnimationSurfacesPerBodytype( )
gRandomAnimDefs[ STOCKYMALE ][ 0 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
gRandomAnimDefs[ STOCKYMALE ][ 0 ].sAnimID = REG_SPIT;
gRandomAnimDefs[ STOCKYMALE ][ 0 ].ubStartRoll = 0;
gRandomAnimDefs[ STOCKYMALE ][ 0 ].ubEndRoll = 3;
gRandomAnimDefs[ STOCKYMALE ][ 0 ].ubEndRoll = 9;
gRandomAnimDefs[ STOCKYMALE ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL;
gRandomAnimDefs[ STOCKYMALE ][ 0 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ STOCKYMALE ][ 1 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
gRandomAnimDefs[ STOCKYMALE ][ 1 ].sAnimID = REG_SQUISH;
gRandomAnimDefs[ STOCKYMALE ][ 1 ].ubStartRoll = 10;
gRandomAnimDefs[ STOCKYMALE ][ 1 ].ubEndRoll = 13;
gRandomAnimDefs[ STOCKYMALE ][ 1 ].ubEndRoll = 19;
gRandomAnimDefs[ STOCKYMALE ][ 1 ].ubFlags = RANDOM_ANIM_CASUAL;
gRandomAnimDefs[ STOCKYMALE ][ 1 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
gRandomAnimDefs[ STOCKYMALE ][ 2 ].sAnimID = FEM_LOOK;
gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubStartRoll = 20;
gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubEndRoll = 23;
gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubFlags = 0;
gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubStartRoll = 10;
gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubEndRoll = 29;
gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubFlags = RANDOM_ANIM_LOOKAROUND;
gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ STOCKYMALE ][ 3 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
gRandomAnimDefs[ STOCKYMALE ][ 3 ].sAnimID = REG_PULL;
gRandomAnimDefs[ STOCKYMALE ][ 3 ].ubStartRoll = 30;
gRandomAnimDefs[ STOCKYMALE ][ 3 ].ubEndRoll = 33;
gRandomAnimDefs[ STOCKYMALE ][ 3 ].ubEndRoll = 39;
gRandomAnimDefs[ STOCKYMALE ][ 3 ].ubFlags = 0;
gRandomAnimDefs[ STOCKYMALE ][ 3 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
gRandomAnimDefs[ STOCKYMALE ][ 4 ].sAnimID = MERC_HURT_IDLE_ANIM;
gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubStartRoll = 40;
gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubEndRoll = 100;
gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubStartRoll = 0;
gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubEndRoll = 60;
gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubFlags = RANDOM_ANIM_INJURED;
gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ STOCKYMALE ][ 5 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
gRandomAnimDefs[ STOCKYMALE ][ 5 ].sAnimID = DRUNK_IDLE;
gRandomAnimDefs[ STOCKYMALE ][ 5 ].ubStartRoll = 40;
gRandomAnimDefs[ STOCKYMALE ][ 5 ].ubStartRoll = 61;
gRandomAnimDefs[ STOCKYMALE ][ 5 ].ubEndRoll = 100;
gRandomAnimDefs[ STOCKYMALE ][ 5 ].ubFlags = RANDOM_ANIM_DRUNK;
gRandomAnimDefs[ STOCKYMALE ][ 5 ].ubAnimHeight = ANIM_STAND;
@@ -2606,12 +2815,10 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ REGFEMALE ][ JUMPWINDOWS ] = RGFJUMPWINDOWS;
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_PISTOL_RDY ] = RGFSIDESTEP_P_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_RIFLE_RDY ] = RGFSIDESTEP_R_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_WEAPON_RDY ] = RGFSIDESTEP_R_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_DUAL_RDY ] = RGFSIDESTEP_D_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ WALKING_PISTOL_RDY ] = RGFWALK_P_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ WALKING_RIFLE_RDY ] = RGFWALK_R_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ WALKING_WEAPON_RDY ] = RGFWALK_R_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ WALKING_DUAL_RDY ] = RGFWALK_D_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ START_AID_PRN ] = RGFMEDICPRN;
@@ -2621,6 +2828,35 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ REGFEMALE ][ ADJACENT_GET_ITEM_CROUCHED ] = RGFMEDIC;
gubAnimSurfaceIndex[ REGFEMALE ][ STEAL_ITEM_CROUCHED ] = RGFMEDIC;
gubAnimSurfaceIndex[ REGFEMALE ][ BURST_DUAL_STAND ] = RGFSTANDDWALAIM;
gubAnimSurfaceIndex[ REGFEMALE ][ BURST_DUAL_CROUCH ] = RGFCDBLSHOT;
gubAnimSurfaceIndex[ REGFEMALE ][ BURST_DUAL_PRONE ] = RGFDWPRONE;
gubAnimSurfaceIndex[ REGFEMALE ][ READY_ALTERNATIVE_STAND ] = RGF_HIP_AIM;
gubAnimSurfaceIndex[ REGFEMALE ][ AIM_ALTERNATIVE_STAND ] = RGF_HIP_AIM;
gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_ALTERNATIVE_STAND ] = RGF_HIP_AIM;
gubAnimSurfaceIndex[ REGFEMALE ][ BURST_ALTERNATIVE_STAND ] = RGF_HIP_AIM;
gubAnimSurfaceIndex[ REGFEMALE ][ LOW_SHOT_ALTERNATIVE_STAND ] = RGF_HIP_AIM;
gubAnimSurfaceIndex[ REGFEMALE ][ LOW_BURST_ALTERNATIVE_STAND ] = RGF_HIP_AIM;
gubAnimSurfaceIndex[ REGFEMALE ][ UNREADY_ALTERNATIVE_STAND ] = RGF_HIP_AIM;
gubAnimSurfaceIndex[ REGFEMALE ][ UNJAM_ALTERNATIVE_STAND ] = RGF_HIP_AIM;
gubAnimSurfaceIndex[ REGFEMALE ][ LOW_UNJAM_ALTERNATIVE_STAND ] = RGF_HIP_AIM;
gubAnimSurfaceIndex[ REGFEMALE ][ WALKING_ALTERNATIVE_RDY ] = RGFWALKING;
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_ALTERNATIVE_RDY ] = RGFSIDESTEP;
gubAnimSurfaceIndex[ REGFEMALE ][ START_COWER_CROUCHED ] = RGFCOWER;
gubAnimSurfaceIndex[ REGFEMALE ][ END_COWER_CROUCHED ] = RGFCOWER;
gubAnimSurfaceIndex[ REGFEMALE ][ START_COWER_PRONE ] = RGF_COWER_PRONE;
gubAnimSurfaceIndex[ REGFEMALE ][ COWERING_PRONE ] = RGF_COWER_PRONE;
gubAnimSurfaceIndex[ REGFEMALE ][ END_COWER_PRONE ] = RGF_COWER_PRONE;
gubAnimSurfaceIndex[ REGFEMALE ][ FOCUSED_PUNCH ] = RGFPUNCH;
gubAnimSurfaceIndex[ REGFEMALE ][ FOCUSED_STAB ] = RGFSTAB;
gubAnimSurfaceIndex[ REGFEMALE ][ HTH_KICK ] = RGFKICKDOOR;
gubAnimSurfaceIndex[ REGFEMALE ][ FOCUSED_HTH_KICK ] = RGFKICKDOOR;
gubAnimSurfaceIndex[ REGFEMALE ][ LONG_JUMP ] = RGFJUMPOVER;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ STANDING ] = RGFPISTOLBREATH;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ WALKING ] = RGFNOTHING_WALK;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ RUNNING ] = RGFNOTHING_RUN;
@@ -2661,7 +2897,20 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ WALK_BACKWARDS ] = RGFNOTHING_WALK;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ DRUNK_IDLE ] = RGMPISTOLDRUNK;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ RUNNING_W_PISTOL ] = RGFPISTOL_RUN;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ SIDE_STEP_WEAPON_RDY ] = RGFSIDESTEP_P_RDY;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ WALKING_WEAPON_RDY ] = RGFWALK_P_RDY;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ READY_ALTERNATIVE_STAND ] = RGF_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ AIM_ALTERNATIVE_STAND ] = RGF_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ SHOOT_ALTERNATIVE_STAND ] = RGF_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ BURST_ALTERNATIVE_STAND ] = RGF_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ LOW_SHOT_ALTERNATIVE_STAND ] = RGFPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ LOW_BURST_ALTERNATIVE_STAND ] = RGFPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ UNREADY_ALTERNATIVE_STAND ] = RGF_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ UNJAM_ALTERNATIVE_STAND ] = RGF_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ LOW_UNJAM_ALTERNATIVE_STAND ] = RGFPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ WALKING_ALTERNATIVE_RDY ] = RGFWALK_P_RDY;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ SIDE_STEP_ALTERNATIVE_RDY ] = RGFSIDESTEP_P_RDY;
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ STANDING][0] = RGFWATER_R_STD;
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ WALKING ][0] = RGFWATER_R_WALK;
@@ -2691,7 +2940,13 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ THROW_ITEM ][1] = RGFWATERTHROW;
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ LOB_ITEM ][0] = RGFWATERTHROW;
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ LOB_ITEM ][1] = RGFWATERTHROW;
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ BURST_DUAL_STAND ][1] = RGFWATER_DBLSHT;
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ READY_ALTERNATIVE_STAND ][0] = RGF_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ AIM_ALTERNATIVE_STAND ][0] = RGF_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ SHOOT_ALTERNATIVE_STAND ][0] = RGF_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ BURST_ALTERNATIVE_STAND ][0] = RGF_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ UNREADY_ALTERNATIVE_STAND ][0] = RGF_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ UNJAM_ALTERNATIVE_STAND ][0] = RGF_WATER_HIP_AIM;
gubAnimSurfaceCorpseID[ REGFEMALE ][ GENERIC_HIT_DEATH ] = FMERC_FWD;
gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLBACK_HIT_DEATH ] = FMERC_BCK;
@@ -2723,38 +2978,45 @@ void InitAnimationSurfacesPerBodytype( )
gRandomAnimDefs[ REGFEMALE ][ 0 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
gRandomAnimDefs[ REGFEMALE ][ 0 ].sAnimID = FEM_CLEAN;
gRandomAnimDefs[ REGFEMALE ][ 0 ].ubStartRoll = 0;
gRandomAnimDefs[ REGFEMALE ][ 0 ].ubEndRoll = 3;
gRandomAnimDefs[ REGFEMALE ][ 0 ].ubEndRoll = 9;
gRandomAnimDefs[ REGFEMALE ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL;
gRandomAnimDefs[ REGFEMALE ][ 0 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ REGFEMALE ][ 1 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
gRandomAnimDefs[ REGFEMALE ][ 1 ].sAnimID = FEM_KICKSN;
gRandomAnimDefs[ REGFEMALE ][ 1 ].ubStartRoll = 10;
gRandomAnimDefs[ REGFEMALE ][ 1 ].ubEndRoll = 13;
gRandomAnimDefs[ REGFEMALE ][ 1 ].ubEndRoll = 19;
gRandomAnimDefs[ REGFEMALE ][ 1 ].ubFlags = RANDOM_ANIM_CASUAL;
gRandomAnimDefs[ REGFEMALE ][ 1 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ REGFEMALE ][ 2 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
gRandomAnimDefs[ REGFEMALE ][ 2 ].sAnimID = FEM_LOOK;
gRandomAnimDefs[ REGFEMALE ][ 2 ].ubStartRoll = 20;
gRandomAnimDefs[ REGFEMALE ][ 2 ].ubEndRoll = 23;
gRandomAnimDefs[ REGFEMALE ][ 2 ].ubFlags = 0;
gRandomAnimDefs[ REGFEMALE ][ 2 ].ubStartRoll = 10;
gRandomAnimDefs[ REGFEMALE ][ 2 ].ubEndRoll = 29;
gRandomAnimDefs[ REGFEMALE ][ 2 ].ubFlags = RANDOM_ANIM_LOOKAROUND;
gRandomAnimDefs[ REGFEMALE ][ 2 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ REGFEMALE ][ 3 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
gRandomAnimDefs[ REGFEMALE ][ 3 ].sAnimID = FEM_WIPE;
gRandomAnimDefs[ REGFEMALE ][ 3 ].ubStartRoll = 30;
gRandomAnimDefs[ REGFEMALE ][ 3 ].ubEndRoll = 33;
gRandomAnimDefs[ REGFEMALE ][ 3 ].ubEndRoll = 39;
gRandomAnimDefs[ REGFEMALE ][ 3 ].ubFlags = 0;
gRandomAnimDefs[ REGFEMALE ][ 3 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ REGFEMALE ][ 4 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
gRandomAnimDefs[ REGFEMALE ][ 4 ].sAnimID = MERC_HURT_IDLE_ANIM;
gRandomAnimDefs[ REGFEMALE ][ 4 ].ubStartRoll = 40;
gRandomAnimDefs[ REGFEMALE ][ 4 ].ubEndRoll = 100;
gRandomAnimDefs[ REGFEMALE ][ 4 ].ubStartRoll = 0;
gRandomAnimDefs[ REGFEMALE ][ 4 ].ubEndRoll = 60;
gRandomAnimDefs[ REGFEMALE ][ 4 ].ubFlags = RANDOM_ANIM_INJURED;
gRandomAnimDefs[ REGFEMALE ][ 4 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ REGFEMALE ][ 5 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
gRandomAnimDefs[ REGFEMALE ][ 5 ].sAnimID = DRUNK_IDLE;
gRandomAnimDefs[ REGFEMALE ][ 5 ].ubStartRoll = 61;
gRandomAnimDefs[ REGFEMALE ][ 5 ].ubEndRoll = 100;
gRandomAnimDefs[ REGFEMALE ][ 5 ].ubFlags = RANDOM_ANIM_DRUNK;
gRandomAnimDefs[ REGFEMALE ][ 5 ].ubAnimHeight = ANIM_STAND;
////////////////////////////////////////////////////
// MONSTERS
@@ -3302,72 +3564,89 @@ BOOLEAN LoadAnimationStateInstructions( )
memcpy(gusAnimInst[i],fuckTheBoundz[i],sizeof(fuckTheBoundz[i]));
//gusAnimInst[i][0] = fuckTheBoundz[i][0];
// For conversion into readable format (?)
// char gS[22];
// UINT32 uiNumBytesWritten = 64000;
// int ggg[MAX_ANIMATIONS][MAX_FRAMES_PER_ANIM];
// sprintf(gS, "%s\\%s", "c:", "zzz");
// hFile = FileOpen( gS, FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE );
//
// for(int i=0;i<=MAX_ANIMATIONS;i++)
// {
// FilePrintf(hFile,"\r\nñêðèïò íóìáà :%02d === \r\n",i);
// for(int ii=0;ii<=MAX_FRAMES_PER_ANIM;ii++)
// FilePrintf(hFile,"%02d ",gusAnimInst[i][ii]);
//
// }
// //ggg[i][ii]=gusAnimInst[i][ii];
// //FileWrite( hFile, &ggg, sizeof( ggg ), &uiNumBytesWritten );
//FileClose( hFile );
//!
//strcpy(NULL, "crash");
// SANDRO - changes to standard animations frame read
memcpy(gusAnimInst[ FEM_KICKSN ],F_IDLE_ANIM_KICKSN_AnimationScript,sizeof(F_IDLE_ANIM_KICKSN_AnimationScript));
memcpy(gusAnimInst[ FEM_LOOK ],F_IDLE_ANIM_LOOK_AnimationScript,sizeof(F_IDLE_ANIM_LOOK_AnimationScript));
memcpy(gusAnimInst[ NINJA_SPINKICK ],NINJA_SPINKICK_AnimationScript,sizeof(NINJA_SPINKICK_AnimationScript));
//<SB> crouch throwing
memcpy(gusAnimInst[ THROW_ITEM_CROUCHED ],CrouchedThrowAnimationScript,sizeof(CrouchedThrowAnimationScript));
//<SB> crouch throwing
//ddd
memcpy(gusAnimInst[ BIGGUY_STONE ],StoneAnimationScript,sizeof(StoneAnimationScript));
memcpy(gusAnimInst[ SHOOT_ROCKET_CROUCHED ],CrouchedShootRocketScript,sizeof(CrouchedShootRocketScript));
memcpy(gusAnimInst[ SWATTING_WK ],SwatWithKnifeScript,sizeof(SwatWithKnifeScript));
memcpy(gusAnimInst[ SWAT_BACKWARDS_WK ],SwatBackWithKnifeScript,sizeof(SwatBackWithKnifeScript));
memcpy(gusAnimInst[ SWAT_BACKWARDS_NOTHING ],SwatBackWithNothingScript,sizeof(SwatBackWithNothingScript));
// NEW ANIMATION SCRIPTS
memcpy(gusAnimInst[ THROW_GRENADE_STANCE ],ThrowGrenadeStanceAnimationScript,sizeof(ThrowGrenadeStanceAnimationScript));
memcpy(gusAnimInst[ LOB_GRENADE_STANCE ],LobGrenadeStanceAnimationScript,sizeof(LobGrenadeStanceAnimationScript));
//<SB> crouch throwing
memcpy(gusAnimInst[ THROW_ITEM_CROUCHED ],CrouchedThrowAnimationScript,sizeof(CrouchedThrowAnimationScript));
//<SB> crouch throwing
//ddd
memcpy(gusAnimInst[ BIGGUY_STONE ],StoneAnimationScript,sizeof(StoneAnimationScript));
memcpy(gusAnimInst[ SHOOT_ROCKET_CROUCHED ],CrouchedShootRocketScript,sizeof(CrouchedShootRocketScript));
memcpy(gusAnimInst[ SWATTING_WK ],SwatWithKnifeScript,sizeof(SwatWithKnifeScript));
memcpy(gusAnimInst[ SWAT_BACKWARDS_WK ],SwatBackWithKnifeScript,sizeof(SwatBackWithKnifeScript));
memcpy(gusAnimInst[ SWAT_BACKWARDS_NOTHING ],SwatBackWithNothingScript,sizeof(SwatBackWithNothingScript));
memcpy(gusAnimInst[ THROW_GRENADE_STANCE ],ThrowGrenadeStanceAnimationScript,sizeof(ThrowGrenadeStanceAnimationScript));
memcpy(gusAnimInst[ LOB_GRENADE_STANCE ],LobGrenadeStanceAnimationScript,sizeof(LobGrenadeStanceAnimationScript));
memcpy(gusAnimInst[ ROLL_PRONE_L ],ROLL_L_AnimationScript,sizeof(ROLL_L_AnimationScript));
memcpy(gusAnimInst[ ROLL_PRONE_R ],ROLL_R_AnimationScript,sizeof(ROLL_R_AnimationScript));
memcpy(gusAnimInst[ ROLL_PRONE_L ],ROLL_L_AnimationScript,sizeof(ROLL_L_AnimationScript));
memcpy(gusAnimInst[ ROLL_PRONE_R ],ROLL_R_AnimationScript,sizeof(ROLL_R_AnimationScript));
memcpy(gusAnimInst[JUMPUPWALL],fuckTheBoundz[32],sizeof(fuckTheBoundz[32])); // copy CLIMBROOF to JUMPUPWALL
memcpy(gusAnimInst[JUMPDOWNWALL],fuckTheBoundz[35],sizeof(fuckTheBoundz[35])); // copy CLIMBDOWNROOF to JUMPDOWNWALL
memcpy(gusAnimInst[JUMPWINDOWS],fuckTheBoundz[HOPFENCE],sizeof(fuckTheBoundz[HOPFENCE])); // copy HOPFENCE to JUMPDOWNWALL
//memcpy(gusAnimInst[ JUMPUPWALL ],JUMP_WALL_UP_AnimationScript,sizeof(JUMP_WALL_UP_AnimationScript));
//memcpy(gusAnimInst[ JUMPDOWNWALL ],JUMP_WALL_DOWN_AnimationScript,sizeof(JUMP_WALL_DOWN_AnimationScript));
memcpy(gusAnimInst[USE_REMOTE],REMOTE_DET_AnimationScript,sizeof(REMOTE_DET_AnimationScript)); // SANDRO - new animation of remote detonator by PasHancock
memcpy(gusAnimInst[JUMPUPWALL],fuckTheBoundz[32],sizeof(fuckTheBoundz[32])); // copy CLIMBROOF to JUMPUPWALL
memcpy(gusAnimInst[JUMPDOWNWALL],fuckTheBoundz[35],sizeof(fuckTheBoundz[35])); // copy CLIMBDOWNROOF to JUMPDOWNWALL
memcpy(gusAnimInst[JUMPWINDOWS],fuckTheBoundz[HOPFENCE],sizeof(fuckTheBoundz[HOPFENCE])); // copy HOPFENCE to JUMPDOWNWALL
//memcpy(gusAnimInst[ JUMPUPWALL ],JUMP_WALL_UP_AnimationScript,sizeof(JUMP_WALL_UP_AnimationScript));
//memcpy(gusAnimInst[ JUMPDOWNWALL ],JUMP_WALL_DOWN_AnimationScript,sizeof(JUMP_WALL_DOWN_AnimationScript));
memcpy(gusAnimInst[USE_REMOTE],REMOTE_DET_AnimationScript,sizeof(REMOTE_DET_AnimationScript)); // SANDRO - new animation of remote detonator by PasHancock
memcpy(gusAnimInst[THROW_KNIFE_SP_BM],THROW_KNIFE_SP_BM_AnimationScript,sizeof(THROW_KNIFE_SP_BM_AnimationScript)); // SANDRO - new animation of remote detonator by PasHancock
memcpy(gusAnimInst[RUNNING_W_PISTOL],fuckTheBoundz[RUNNING],sizeof(fuckTheBoundz[RUNNING]));
memcpy(gusAnimInst[THROW_KNIFE_SP_BM],THROW_KNIFE_SP_BM_AnimationScript,sizeof(THROW_KNIFE_SP_BM_AnimationScript)); // SANDRO - new animation of remote detonator by PasHancock
memcpy(gusAnimInst[RUNNING_W_PISTOL],fuckTheBoundz[RUNNING],sizeof(fuckTheBoundz[RUNNING]));
memcpy(gusAnimInst[SIDE_STEP_PISTOL_RDY],fuckTheBoundz[SIDE_STEP],sizeof(fuckTheBoundz[SIDE_STEP]));
memcpy(gusAnimInst[SIDE_STEP_RIFLE_RDY],fuckTheBoundz[SIDE_STEP],sizeof(fuckTheBoundz[SIDE_STEP]));
memcpy(gusAnimInst[SIDE_STEP_DUAL_RDY],fuckTheBoundz[SIDE_STEP],sizeof(fuckTheBoundz[SIDE_STEP]));
memcpy(gusAnimInst[WALKING_PISTOL_RDY],fuckTheBoundz[WALKING],sizeof(fuckTheBoundz[WALKING]));
memcpy(gusAnimInst[WALKING_RIFLE_RDY],fuckTheBoundz[WALKING],sizeof(fuckTheBoundz[WALKING]));
memcpy(gusAnimInst[WALKING_DUAL_RDY],fuckTheBoundz[WALKING],sizeof(fuckTheBoundz[WALKING]));
memcpy(gusAnimInst[SIDE_STEP_WEAPON_RDY],fuckTheBoundz[SIDE_STEP],sizeof(fuckTheBoundz[SIDE_STEP]));
memcpy(gusAnimInst[SIDE_STEP_DUAL_RDY],fuckTheBoundz[SIDE_STEP],sizeof(fuckTheBoundz[SIDE_STEP]));
memcpy(gusAnimInst[WALKING_WEAPON_RDY],fuckTheBoundz[WALKING],sizeof(fuckTheBoundz[WALKING]));
memcpy(gusAnimInst[WALKING_DUAL_RDY],fuckTheBoundz[WALKING],sizeof(fuckTheBoundz[WALKING]));
memcpy(gusAnimInst[START_AID_PRN],PRONE_START_FIRST_AID_AnimationScript,sizeof(PRONE_START_FIRST_AID_AnimationScript));
memcpy(gusAnimInst[GIVING_AID_PRN],PRONE_GIVE_FIRST_AID_AnimationScript,sizeof(PRONE_GIVE_FIRST_AID_AnimationScript));
memcpy(gusAnimInst[END_AID_PRN],fuckTheBoundz[END_AID],sizeof(fuckTheBoundz[END_AID]));
memcpy(gusAnimInst[START_AID_PRN],PRONE_START_FIRST_AID_AnimationScript,sizeof(PRONE_START_FIRST_AID_AnimationScript));
memcpy(gusAnimInst[GIVING_AID_PRN],PRONE_GIVE_FIRST_AID_AnimationScript,sizeof(PRONE_GIVE_FIRST_AID_AnimationScript));
memcpy(gusAnimInst[END_AID_PRN],fuckTheBoundz[END_AID],sizeof(fuckTheBoundz[END_AID]));
memcpy(gusAnimInst[ADJACENT_GET_ITEM_CROUCHED],fuckTheBoundz[ADJACENT_GET_ITEM],sizeof(fuckTheBoundz[ADJACENT_GET_ITEM]));
memcpy(gusAnimInst[STEAL_ITEM_CROUCHED],fuckTheBoundz[STEAL_ITEM],sizeof(fuckTheBoundz[STEAL_ITEM]));
memcpy(gusAnimInst[ADJACENT_GET_ITEM_CROUCHED],fuckTheBoundz[ADJACENT_GET_ITEM],sizeof(fuckTheBoundz[ADJACENT_GET_ITEM]));
memcpy(gusAnimInst[STEAL_ITEM_CROUCHED],fuckTheBoundz[STEAL_ITEM],sizeof(fuckTheBoundz[STEAL_ITEM]));
memcpy(gusAnimInst[BURST_DUAL_STAND],DUAL_BURST_ST_CR_AnimationScript,sizeof(DUAL_BURST_ST_CR_AnimationScript));
memcpy(gusAnimInst[BURST_DUAL_CROUCH],DUAL_BURST_ST_CR_AnimationScript,sizeof(DUAL_BURST_ST_CR_AnimationScript));
memcpy(gusAnimInst[BURST_DUAL_PRONE],DUAL_BURST_PRONE_AnimationScript,sizeof(DUAL_BURST_PRONE_AnimationScript));
memcpy(gusAnimInst[READY_ALTERNATIVE_STAND],fuckTheBoundz[READY_RIFLE_STAND],sizeof(fuckTheBoundz[READY_RIFLE_STAND]));
memcpy(gusAnimInst[AIM_ALTERNATIVE_STAND],fuckTheBoundz[AIM_RIFLE_STAND],sizeof(fuckTheBoundz[AIM_RIFLE_STAND]));
memcpy(gusAnimInst[SHOOT_ALTERNATIVE_STAND],fuckTheBoundz[SHOOT_RIFLE_STAND],sizeof(fuckTheBoundz[SHOOT_RIFLE_STAND]));
memcpy(gusAnimInst[BURST_ALTERNATIVE_STAND],fuckTheBoundz[STANDING_BURST],sizeof(fuckTheBoundz[STANDING_BURST]));
memcpy(gusAnimInst[LOW_SHOT_ALTERNATIVE_STAND],fuckTheBoundz[FIRE_LOW_STAND],sizeof(fuckTheBoundz[FIRE_LOW_STAND]));
memcpy(gusAnimInst[LOW_BURST_ALTERNATIVE_STAND],fuckTheBoundz[FIRE_BURST_LOW_STAND],sizeof(fuckTheBoundz[FIRE_BURST_LOW_STAND]));
memcpy(gusAnimInst[UNREADY_ALTERNATIVE_STAND],fuckTheBoundz[END_RIFLE_STAND],sizeof(fuckTheBoundz[END_RIFLE_STAND]));
memcpy(gusAnimInst[UNJAM_ALTERNATIVE_STAND],fuckTheBoundz[STANDING_SHOOT_UNJAM],sizeof(fuckTheBoundz[STANDING_SHOOT_UNJAM]));
memcpy(gusAnimInst[LOW_UNJAM_ALTERNATIVE_STAND],fuckTheBoundz[STANDING_SHOOT_LOW_UNJAM],sizeof(fuckTheBoundz[STANDING_SHOOT_LOW_UNJAM]));
memcpy(gusAnimInst[WALKING_ALTERNATIVE_RDY],fuckTheBoundz[WALKING],sizeof(fuckTheBoundz[WALKING]));
memcpy(gusAnimInst[SIDE_STEP_ALTERNATIVE_RDY],fuckTheBoundz[SIDE_STEP],sizeof(fuckTheBoundz[SIDE_STEP]));
memcpy(gusAnimInst[START_COWER_CROUCHED],START_COWER_CROUCHED_AnimationScript,sizeof(START_COWER_CROUCHED_AnimationScript));
memcpy(gusAnimInst[END_COWER_CROUCHED],END_COWER_CROUCHED_AnimationScript,sizeof(END_COWER_CROUCHED_AnimationScript));
memcpy(gusAnimInst[START_COWER_PRONE],START_COWER_PRONE_AnimationScript,sizeof(START_COWER_PRONE_AnimationScript));
memcpy(gusAnimInst[COWERING_PRONE],COWER_PRONE_AnimationScript,sizeof(COWER_PRONE_AnimationScript));
memcpy(gusAnimInst[END_COWER_PRONE],END_COWER_PRONE_AnimationScript,sizeof(END_COWER_PRONE_AnimationScript));
memcpy(gusAnimInst[BIGMERC_IDLE_NECK2],fuckTheBoundz[BIGMERC_IDLE_NECK],sizeof(fuckTheBoundz[BIGMERC_IDLE_NECK]));
memcpy(gusAnimInst[FOCUSED_PUNCH],FOCUSED_PUNCH_AnimationScript,sizeof(FOCUSED_PUNCH_AnimationScript));
memcpy(gusAnimInst[FOCUSED_STAB],FOCUSED_STAB_AnimationScript,sizeof(FOCUSED_STAB_AnimationScript));
memcpy(gusAnimInst[HTH_KICK],HTH_KICK_AnimationScript,sizeof(HTH_KICK_AnimationScript));
memcpy(gusAnimInst[FOCUSED_HTH_KICK],FOCUSED_HTH_KICK_AnimationScript,sizeof(FOCUSED_HTH_KICK_AnimationScript));
memcpy(gusAnimInst[LONG_JUMP],LONG_JUMP_AnimationScript,sizeof(LONG_JUMP_AnimationScript));
// NOTE: Careful here... keep in mind you have to increase MAX_ANIMATIONS whenever you would go over 399(currently) animation numbers
return( TRUE );
}
@@ -3750,64 +4029,67 @@ UINT16 DetermineSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimSta
}
// SWITCH TO DIFFERENT AIM ANIMATION FOR BIG GUY!
if ( usAnimSurface == BGMSTANDAIM2 )
if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYSHOOT2 ) // badass rifle holding animation
{
if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYSHOOT2 )
switch ( usAnimSurface )
{
case BGMSTANDAIM2:
usAnimSurface = BGMSTANDAIM;
// if(Random(2)) usAnimSurface = BGMSTANDAIM; //ddd
// else usAnimSurface = BGMSTANDAIM2;
}
}
if ( usAnimSurface == BGMSIDESTEP_R_RDY )
{
if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYSHOOT2 )
{
break;
case BGMSIDESTEP_R_RDY:
usAnimSurface = BGMSIDESTEP_R_RDY2;
}
}
if ( usAnimSurface == BGMWALK_R_RDY )
{
if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYSHOOT2 )
{
break;
case BGMWALK_R_RDY:
usAnimSurface = BGMWALK_R_RDY2;
break;
default:
break;
}
}
// SWITCH TO DIFFERENT STAND ANIMATION FOR BIG GUY!
if ( usAnimSurface == BGMSTANDING )
switch (usAnimSurface)
{
if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE )
{
usAnimSurface = BGMTHREATENSTAND;
}
case BGMSTANDING:
if ( !DecideAltAnimForBigMerc( pSoldier ) )
{
usAnimSurface = BGMTHREATENSTAND;
}
break;
case BGMWALKING:
if ( !DecideAltAnimForBigMerc( pSoldier ) )
{
usAnimSurface = BGMWALK2;
}
break;
case BGMRUNNING:
if ( !DecideAltAnimForBigMerc( pSoldier ) )
{
usAnimSurface = BGMRUN2;
}
break;
case BGMRAISE:
if ( !DecideAltAnimForBigMerc( pSoldier ) )
{
usAnimSurface = BGMRAISE2;
}
break;
case BGM_HIP_AIM:
if ( DecideAltAnimForBigMerc( pSoldier ) )
{
usAnimSurface = BGMHIPAIMALT;
}
break;
case BGMSTANDAIM2:
if ( DecideAltAnimForBigMerc( pSoldier ) && !( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYSHOOT2 ))
{
usAnimSurface = BGMSRAIMALT;
}
break;
default:
break;
}
if ( usAnimSurface == BGMWALKING )
{
if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE )
{
usAnimSurface = BGMWALK2;
}
}
if ( usAnimSurface == BGMRUNNING )
{
if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE )
{
usAnimSurface = BGMRUN2;
}
}
if ( usAnimSurface == BGMRAISE )
{
if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE )
{
usAnimSurface = BGMRAISE2;
}
}
// ADJUST ANIMATION SURFACE BASED ON TERRAIN
// CHECK FOR WATER