New animations: added animations for crouched walking with weapons aimed for all merc bodytypes (made by Taro)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8496 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2017-10-15 17:10:49 +00:00
parent d701f26919
commit 5bdd23ac13
10 changed files with 310 additions and 48 deletions
+57 -4
View File
@@ -104,6 +104,10 @@ static UINT16 CRYO_DEATH_CROUCHED_AnimationScript[MAX_FRAMES_PER_ANIM] = {1, 2,
static UINT16 BAYONET_STAB_STANDING_VS_STANDING_AnimationScript[MAX_FRAMES_PER_ANIM] = {757, 1, 2, 3, 4, 5, 6, 7, 727, 492, 8, 9, 430, 10, 11, 12, 13, 14, 15, 16, 17, 442, 1038, 494, 0};
static UINT16 BAYONET_STAB_STANDING_VS_PRONE_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757, 1, 2, 3, 4, 5, 6, 7, 727, 492, 8, 9, 430, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 442, 1038, 494, 0 };
static UINT16 CROUCHEDMOVE_RIFLE_READY_AnimationScript[MAX_FRAMES_PER_ANIM] = { 5, 703, 6, 7, 8, 9, 10, 11, 704, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 501, 999, 0 };
static UINT16 CROUCHEDMOVE_PISTOL_READY_AnimationScript[MAX_FRAMES_PER_ANIM] = { 5, 703, 6, 7, 8, 9, 10, 11, 704, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 501, 999, 0 };
static UINT16 CROUCHEDMOVE_DUAL_READY_AnimationScript[MAX_FRAMES_PER_ANIM] = { 5, 703, 6, 7, 8, 9, 10, 11, 704, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 501, 999, 0 };
ANI_SPEED_DEF gubAnimCrawlSpeeds[ TOTALBODYTYPES ];
//Block for anim file
UINT16 gusAnimInst[ MAX_ANIMATIONS ][ MAX_FRAMES_PER_ANIM ];
@@ -1029,9 +1033,19 @@ ANIMCONTROLTYPE gAnimControl[ NUMANIMATIONSTATES ] =
"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,
// SIDE_STEP_CROUCH_
{ "SIDE_STEP_CROUCH_RIFLE_RDY", 0, 0, ( FLOAT )2.2, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_VARIABLE_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1 },
{ "SIDE_STEP_CROUCH_PISTOL_RDY", 0, 0, ( FLOAT )2.2, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_VARIABLE_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1 },
{ "SIDE_STEP_CROUCH_DUAL_RDY", 0, 0, ( FLOAT )2.2, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_VARIABLE_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1 },
//WALKING WITH READIED WEAPON
{"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},
// CROUCHED WITH READIED WEAPON
{ "CROUCHEDMOVE_RIFLE_READY", 0, 0, ( FLOAT )2.2, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1 },
{ "CROUCHEDMOVE_PISTOL_READY", 0, 0, ( FLOAT )2.2, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1 },
{ "CROUCHEDMOVE_DUAL_READY", 0, 0, ( FLOAT )2.2, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1 },
//GIVING AID WHILE PRONE
{"PRN START AID" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT , ANIM_PRONE, ANIM_PRONE, -1},
@@ -1499,10 +1513,18 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_WEAPON_RDY ] = RGMSIDESTEP_R_RDY;
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_DUAL_RDY ] = RGMSIDESTEP_D_RDY;
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_CROUCH_RIFLE ] = RGMSIDESTEP_CROUCH_R_RDY;
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_CROUCH_PISTOL ] = RGMSIDESTEP_CROUCH_P_RDY;
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_CROUCH_DUAL ] = RGMSIDESTEP_CROUCH_D_RDY;
gubAnimSurfaceIndex[ REGMALE ][ WALKING_WEAPON_RDY ] = RGMWALK_R_RDY;
gubAnimSurfaceIndex[ REGMALE ][ WALKING_DUAL_RDY ] = RGMWALK_D_RDY;
gubAnimSurfaceIndex[ REGMALE ][ CROUCHEDMOVE_RIFLE_READY ] = RGMCROUCH_R_RDY;
gubAnimSurfaceIndex[ REGMALE ][ CROUCHEDMOVE_PISTOL_READY ] = RGMCROUCH_P_RDY;
gubAnimSurfaceIndex[ REGMALE ][ CROUCHEDMOVE_DUAL_READY ] = RGMCROUCH_D_RDY;
gubAnimSurfaceIndex[ REGMALE ][ START_AID_PRN ] = RGMMEDICPRN;
gubAnimSurfaceIndex[ REGMALE ][ GIVING_AID_PRN ] = RGMMEDICPRN;
gubAnimSurfaceIndex[ REGMALE ][ END_AID_PRN ] = RGMMEDICPRN;
@@ -1943,10 +1965,18 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_WEAPON_RDY ] = BGMSIDESTEP_R_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_DUAL_RDY ] = BGMSIDESTEP_D_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_CROUCH_RIFLE ] = BGMSIDESTEP_CROUCH_R_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_CROUCH_PISTOL ] = BGMSIDESTEP_CROUCH_P_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_CROUCH_DUAL ] = BGMSIDESTEP_CROUCH_D_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ WALKING_WEAPON_RDY ] = BGMWALK_R_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ WALKING_WEAPON_RDY ] = BGMWALK_R_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ WALKING_DUAL_RDY ] = BGMWALK_D_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ CROUCHEDMOVE_RIFLE_READY ] = BGMCROUCH_R_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ CROUCHEDMOVE_PISTOL_READY ] = BGMCROUCH_P_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ CROUCHEDMOVE_DUAL_READY ] = BGMCROUCH_D_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ START_AID_PRN ] = BGMMEDICPRN;
gubAnimSurfaceIndex[ BIGMALE ][ GIVING_AID_PRN ] = BGMMEDICPRN;
gubAnimSurfaceIndex[ BIGMALE ][ END_AID_PRN ] = BGMMEDICPRN;
@@ -2412,10 +2442,18 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_WEAPON_RDY ] = RGMSIDESTEP_R_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_DUAL_RDY ] = RGMSIDESTEP_D_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_CROUCH_RIFLE ] = RGMSIDESTEP_CROUCH_R_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_CROUCH_PISTOL ] = RGMSIDESTEP_CROUCH_P_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_CROUCH_DUAL ] = RGMSIDESTEP_CROUCH_D_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ WALKING_WEAPON_RDY ] = RGMWALK_R_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ WALKING_DUAL_RDY ] = RGMWALK_D_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCHEDMOVE_RIFLE_READY ] = RGMCROUCH_R_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCHEDMOVE_PISTOL_READY ] = RGMCROUCH_P_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCHEDMOVE_DUAL_READY ] = RGMCROUCH_D_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ START_AID_PRN ] = RGMMEDICPRN;
gubAnimSurfaceIndex[ STOCKYMALE ][ GIVING_AID_PRN ] = RGMMEDICPRN;
gubAnimSurfaceIndex[ STOCKYMALE ][ END_AID_PRN ] = RGMMEDICPRN;
@@ -2850,12 +2888,20 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ REGFEMALE ][ JUMPWINDOWS ] = RGFJUMPWINDOWS;
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_WEAPON_RDY ] = RGFSIDESTEP_R_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_WEAPON_RDY ] = RGFSIDESTEP_R_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_DUAL_RDY ] = RGFSIDESTEP_D_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_CROUCH_RIFLE ] = RGFSIDESTEP_CROUCH_R_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_CROUCH_PISTOL ] = RGFSIDESTEP_CROUCH_P_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_CROUCH_DUAL ] = RGFSIDESTEP_CROUCH_D_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ WALKING_WEAPON_RDY ] = RGFWALK_R_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ WALKING_DUAL_RDY ] = RGFWALK_D_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ CROUCHEDMOVE_RIFLE_READY ] = RGFCROUCH_R_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ CROUCHEDMOVE_PISTOL_READY ] = RGFCROUCH_P_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ CROUCHEDMOVE_DUAL_READY ] = RGFCROUCH_D_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ START_AID_PRN ] = RGFMEDICPRN;
gubAnimSurfaceIndex[ REGFEMALE ][ GIVING_AID_PRN ] = RGFMEDICPRN;
gubAnimSurfaceIndex[ REGFEMALE ][ END_AID_PRN ] = RGFMEDICPRN;
@@ -3744,9 +3790,16 @@ BOOLEAN LoadAnimationStateInstructions( )
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[SIDE_STEP_CROUCH_RIFLE], fuckTheBoundz[SIDE_STEP], sizeof( fuckTheBoundz[SIDE_STEP] ) );
memcpy( gusAnimInst[SIDE_STEP_CROUCH_PISTOL], fuckTheBoundz[SIDE_STEP], sizeof( fuckTheBoundz[SIDE_STEP] ) );
memcpy( gusAnimInst[SIDE_STEP_CROUCH_DUAL], 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[CROUCHEDMOVE_RIFLE_READY], CROUCHEDMOVE_RIFLE_READY_AnimationScript, sizeof( CROUCHEDMOVE_RIFLE_READY_AnimationScript ));
memcpy(gusAnimInst[CROUCHEDMOVE_PISTOL_READY], CROUCHEDMOVE_PISTOL_READY_AnimationScript, sizeof( CROUCHEDMOVE_PISTOL_READY_AnimationScript ) );
memcpy(gusAnimInst[CROUCHEDMOVE_DUAL_READY], CROUCHEDMOVE_DUAL_READY_AnimationScript, sizeof( CROUCHEDMOVE_DUAL_READY_AnimationScript ) );
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));