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************************************************************
* Merged Source Code from Development Trunk: Revision 4063 * ************************************************************ - Source Code is merged from: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP - This will be the Source for the Beta 2011 Test git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4064 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -18,6 +18,7 @@
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#include "rotting corpses.h"
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#include "points.h"
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#include "Debug Control.h"
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#include "Random.h"
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#endif
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#include "connect.h"
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@@ -42,6 +43,35 @@ typedef struct
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static UINT16 CrouchedThrowAnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,460,10,11,12,13,14,442,603,999,0,0,0,0 };
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//</SB>
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///ddd
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static UINT16 StoneAnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,402,1,2,3,4,5,6,7,8,402,1,2,3,4,5,6,7,8,601,999,0,0,0,0,0 };
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static UINT16 CrouchedShootRocketScript[MAX_FRAMES_PER_ANIM] =
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{757,1,2,3,4,5,6,7,8,9,10,11,12,470,430,13,14,15,16,477,17,18,19,20,753,499,999,0,0,0,0};
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static UINT16 SwatWithKnifeScript[MAX_FRAMES_PER_ANIM] =
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//{1,2,3,4,5,6,7,703,8,9,10,11,704,12,13,14,15,16,17,18,19,501,999,0,0,0,0};
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{5,703,6,7,8,9,10,11,704,12,13,14,15,16,501,999,0,0,0,0};//òàêàÿ ïîñëåäîâàòåëüíîñòü ïðåäëàãàåòñÿ â äæà2áèí
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static UINT16 SwatBackWithKnifeScript[MAX_FRAMES_PER_ANIM] =
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{16,15,14,13,12,704,11,10,9,8,7,6,703,5,501,999,0,0,0,0};
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static UINT16 SwatBackWithNothingScript[MAX_FRAMES_PER_ANIM] =
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{16,15,14,13,12,704,11,10,9,8,7,6,703,5,501,999,0,0,0,0};
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//õç, ìîæåò ïîíàäîáèòñÿ ïðàâèòü öèôðû. ñêðèïò êèäàíèÿ ãðàíàò
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static UINT16 ThrowGrenadeStanceAnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,10,460,11,12,13,14,15,16,17,18,19,442,601,999,0,0,0,0 };
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static UINT16 LobGrenadeStanceAnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,10,460,11,12,13,14,15,16,17,18,19,442,601,999,0,0,0,0 };
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//ïåðåêàò
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static UINT16 ROLL_L_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,10,11,12,13,14,501,999,0,0,0,0 };
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static UINT16 ROLL_R_AnimationScript[MAX_FRAMES_PER_ANIM] = { 14,13,12,11,10,9,8,7,6,5,4,3,2,1,501,999,0,0,0,0 };
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ANI_SPEED_DEF gubAnimCrawlSpeeds[ TOTALBODYTYPES ];
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//Block for anim file
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UINT16 gusAnimInst[ MAX_ANIMATIONS ][ MAX_FRAMES_PER_ANIM ];
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@@ -929,6 +959,27 @@ ANIMCONTROLTYPE gAnimControl[ NUMANIMATIONSTATES ] =
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//<SB> crouch throwing
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"THROW ITEM CROUCHED", 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1,
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//</SB
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//ddd
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// BIG GUY with stone
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"BIG GUY STONE" , 0, 180, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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"SHOOT ROCKET CROUCHED" , 0,110,(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_CROUCH, ANIM_CROUCH, -1,
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//"SWAT with knife" ,0, 0, (FLOAT)2.2, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
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"SWAT with knife" ,0, 0, (FLOAT)2.2, ANIM_MOVING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_TURNING, ANIM_CROUCH, ANIM_CROUCH, -1,
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"SWAT BACKWARDS with knife" , 0, 110, (FLOAT)1.4, ANIM_MOVING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_TURNING, ANIM_CROUCH, ANIM_CROUCH, -1,
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"SWAT BACKWARDS with nothing", 0, 110, (FLOAT)1.4, ANIM_MOVING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_TURNING, ANIM_CROUCH, ANIM_CROUCH, -1,
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//THROW gren
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{"THROW GRENADE" , 0,80, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1},
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//LOB gren
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{"LOB GRENADE" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1},
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//ROLL PRONE LEFT
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{"ROLL PRONE LEFT" , 0, 80, (FLOAT)0.8 /*1.1*/, ANIM_MOVING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_PRONE, ANIM_PRONE, -1},
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//ROLL PRONE RIGHT
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{"ROLL PRONE RIGHT" , 0, 80, (FLOAT)0.8 /*1.1*/, ANIM_MOVING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_PRONE, ANIM_PRONE, -1},
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};
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ANI_SPEED_DEF gubAnimWalkSpeeds[ TOTALBODYTYPES ] =
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@@ -1313,6 +1364,19 @@ void InitAnimationSurfacesPerBodytype( )
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//<SB> crouch throwing
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gubAnimSurfaceIndex[ REGMALE ][ THROW_ITEM_CROUCHED ] = RGMCRTHROW;
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//</SB>
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//ddd shoot rocket crouched
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gubAnimSurfaceIndex[ REGMALE ][ SHOOT_ROCKET_CROUCHED ] = RGMCRROCKET;
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gubAnimSurfaceIndex[ REGMALE ][ SWATTING_WK ] = RGMSWKNIFE;
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gubAnimSurfaceIndex[ REGMALE ][ SWAT_BACKWARDS_WK ] = RGMSWKNIFE;
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gubAnimSurfaceIndex[ REGMALE ][ SWAT_BACKWARDS_NOTHING ] = RGMNOTHING_SWAT;
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//êèäàíèå ãðàíàòû
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gubAnimSurfaceIndex[ REGMALE ][ THROW_GRENADE_STANCE ] = RGMSTHRG;
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gubAnimSurfaceIndex[ REGMALE ][ LOB_GRENADE_STANCE ] = RGMSLOBG;
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//ïåðåêàò
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gubAnimSurfaceIndex[ REGMALE ][ ROLL_PRONE_L ] = RGMROLL_PR;
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gubAnimSurfaceIndex[ REGMALE ][ ROLL_PRONE_R ] = RGMROLL_PR;
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gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING][0] = RGMWATER_R_STD;
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gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ WALKING ][0] = RGMWATER_R_WALK;
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@@ -1671,6 +1735,19 @@ void InitAnimationSurfacesPerBodytype( )
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//<SB> crouch throwing
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gubAnimSurfaceIndex[ BIGMALE ][ THROW_ITEM_CROUCHED ] = BGMCRTHROW;
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//</SB>
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//dddd
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gubAnimSurfaceIndex[ BIGMALE ][ BIGGUY_STONE ] = BGMWITHSTONE;
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gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_ROCKET_CROUCHED ] = BGMCRROCKET;
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gubAnimSurfaceIndex[ BIGMALE ][ SWATTING_WK ] = BGMSWKNIFE;
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gubAnimSurfaceIndex[ BIGMALE ][ SWAT_BACKWARDS_WK ] = BGMSWKNIFE;
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gubAnimSurfaceIndex[ BIGMALE ][ SWAT_BACKWARDS_NOTHING ] = BGMNOTHING_SWAT;
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//êèäàíèå ãðàíàòû
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gubAnimSurfaceIndex[ BIGMALE ][ THROW_GRENADE_STANCE ] = BGMSTHRG;
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gubAnimSurfaceIndex[ BIGMALE ][ LOB_GRENADE_STANCE ] = BGMSLOBG;
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//ïåðåêàò
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gubAnimSurfaceIndex[ BIGMALE ][ ROLL_PRONE_L ] = BGMROLL_PR;
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gubAnimSurfaceIndex[ BIGMALE ][ ROLL_PRONE_R ] = BGMROLL_PR;
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gubAnimSurfaceItemSubIndex[ BIGMALE ][ STANDING ] = BGMPISTOLBREATH;
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gubAnimSurfaceItemSubIndex[ BIGMALE ][ WALKING ] = BGMNOTHING_WALK;
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@@ -1793,6 +1870,14 @@ void InitAnimationSurfacesPerBodytype( )
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gRandomAnimDefs[ BIGMALE ][ 6 ].ubFlags = RANDOM_ANIM_DRUNK;
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gRandomAnimDefs[ BIGMALE ][ 6 ].ubAnimHeight = ANIM_STAND;
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///ddd big guy with stone
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gRandomAnimDefs[ BIGMALE ][ 7 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
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gRandomAnimDefs[ BIGMALE ][ 7 ].sAnimID = BIGGUY_STONE;
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gRandomAnimDefs[ BIGMALE ][ 7 ].ubStartRoll = 20;
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gRandomAnimDefs[ BIGMALE ][ 7 ].ubEndRoll = 26;
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gRandomAnimDefs[ BIGMALE ][ 7 ].ubFlags = RANDOM_ANIM_CASUAL ;
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gRandomAnimDefs[ BIGMALE ][ 7 ].ubAnimHeight = ANIM_STAND;
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gubAnimSurfaceCorpseID[ BIGMALE ][ GENERIC_HIT_DEATH ] = MMERC_FWD;
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gubAnimSurfaceCorpseID[ BIGMALE ][ FALLBACK_HIT_DEATH ] = MMERC_BCK;
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@@ -1810,8 +1895,8 @@ void InitAnimationSurfacesPerBodytype( )
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gubAnimSurfaceCorpseID[ BIGMALE ][ FALLBACK_HIT_DEATHTWITCHNB ] = MMERC_BCK;
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gubAnimSurfaceCorpseID[ BIGMALE ][ PRONE_HIT_DEATHTWITCHNB ] = MMERC_PRN;
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gubAnimSurfaceCorpseID[ BIGMALE ][ PRONE_LAY_FROMHIT ] = MMERC_PRN;
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gubAnimSurfaceCorpseID[ REGMALE ][ FALLOFF ] = MMERC_FALLF;
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gubAnimSurfaceCorpseID[ REGMALE ][ FALLFORWARD_ROOF ] = MMERC_FALL;
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gubAnimSurfaceCorpseID[ BIGMALE ][ FALLOFF ] = MMERC_FALLF;
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gubAnimSurfaceCorpseID[ BIGMALE ][ FALLFORWARD_ROOF ] = MMERC_FALL;
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gubAnimSurfaceCorpseID[ BIGMALE ][ FLYBACKHIT_STOP ] = MMERC_DHD;
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gubAnimSurfaceCorpseID[ BIGMALE ][ STAND_FALLFORWARD_STOP ] = MMERC_FWD;
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gubAnimSurfaceCorpseID[ BIGMALE ][ FALLBACKHIT_STOP ] = MMERC_BCK;
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@@ -2039,6 +2124,18 @@ void InitAnimationSurfacesPerBodytype( )
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//<SB> crouch throwing
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gubAnimSurfaceIndex[ STOCKYMALE ][ THROW_ITEM_CROUCHED ] = RGMCRTHROW;
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//</SB>
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//dddd
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gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_ROCKET_CROUCHED ] = RGMCRROCKET;
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gubAnimSurfaceIndex[ STOCKYMALE ][ SWATTING_WK ] = RGMSWKNIFE;
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gubAnimSurfaceIndex[ STOCKYMALE ][ SWAT_BACKWARDS_WK ] = RGMSWKNIFE;
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gubAnimSurfaceIndex[ STOCKYMALE ][ SWAT_BACKWARDS_NOTHING ] = RGMNOTHING_SWAT;
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//êèäàíèå ãðàíàòû
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gubAnimSurfaceIndex[ STOCKYMALE ][ THROW_GRENADE_STANCE ] = RGMSTHRG;
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gubAnimSurfaceIndex[ STOCKYMALE ][ LOB_GRENADE_STANCE ] = RGMSLOBG;
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//ïåðåêàò
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gubAnimSurfaceIndex[ STOCKYMALE ][ ROLL_PRONE_L ] = RGMROLL_PR;
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gubAnimSurfaceIndex[ STOCKYMALE ][ ROLL_PRONE_R ] = RGMROLL_PR;
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gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ STANDING ] = RGMPISTOLBREATH;
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gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ WALKING ] = RGMNOTHING_WALK;
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@@ -2394,6 +2491,19 @@ void InitAnimationSurfacesPerBodytype( )
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//<SB> crouch throwing
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gubAnimSurfaceIndex[ REGFEMALE ][ THROW_ITEM_CROUCHED ] = RGFCRTHROW;
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//</SB>
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//ddd
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gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_ROCKET_CROUCHED ] = RGFCRROCKET;
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gubAnimSurfaceIndex[ REGFEMALE ][ SWAT_BACKWARDS_NOTHING ] = RGFNOTHING_SWAT;
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gubAnimSurfaceIndex[ REGFEMALE ][ SWATTING_WK ] = RGFSWKNIFE;
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gubAnimSurfaceIndex[ REGFEMALE ][ SWAT_BACKWARDS_WK ] = RGFSWKNIFE;
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//êèäàíèå ãðàíàòû
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gubAnimSurfaceIndex[ REGFEMALE ][ THROW_GRENADE_STANCE ] = RGFSTHRG;
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gubAnimSurfaceIndex[ REGFEMALE ][ LOB_GRENADE_STANCE ] = RGFSLOBG;
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//ïåðåêòà
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gubAnimSurfaceIndex[ REGFEMALE ][ ROLL_PRONE_L ] = RGFROLL_PR;
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gubAnimSurfaceIndex[ REGFEMALE ][ ROLL_PRONE_R ] = RGFROLL_PR;
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gubAnimSurfaceItemSubIndex[ REGFEMALE ][ STANDING ] = RGFPISTOLBREATH;
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gubAnimSurfaceItemSubIndex[ REGFEMALE ][ WALKING ] = RGFNOTHING_WALK;
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@@ -3058,17 +3168,60 @@ BOOLEAN LoadAnimationStateInstructions( )
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return( FALSE );
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}
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//ddd ïàòàìóøòà âûëåòàåò ïðè ïðåâûøåíèè 320 çíà÷åíèÿ ;(
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//ïðèäåòñÿ ìàñòåðèòü âñïîìîãàòåëüíûé ìàññèâ, ïîòîì êîïèðîâàòü åãî ñîäåðæèìîå â ãóñàíèìèíñò
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UINT16 fuckTheBoundz[320][100];
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//Read in block
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if ( !FileRead( hFile, gusAnimInst, sizeof( gusAnimInst ), &uiBytesRead ) )
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//if ( !FileRead( hFile, gusAnimInst, sizeof( gusAnimInst ), &uiBytesRead ) ) //commentet by ddd
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if ( !FileRead( hFile, fuckTheBoundz, sizeof( fuckTheBoundz ), &uiBytesRead ) )
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{
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return( FALSE );
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}
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FileClose( hFile );
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//memcpy(gusAnimInst, fuckTheBoundz, sizeof(gusAnimInst));
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for(int i=0;i<320;i++)
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memcpy(gusAnimInst[i],fuckTheBoundz[i],sizeof(fuckTheBoundz[i]));
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//gusAnimInst[i][0] = fuckTheBoundz[i][0];
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//! äëÿ ïåðåãîíêè äæà2áèí â ÷èòàåìûé âèä
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// char gS[22];
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// UINT32 uiNumBytesWritten = 64000;
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// int ggg[MAX_ANIMATIONS][MAX_FRAMES_PER_ANIM];
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// sprintf(gS, "%s\\%s", "c:", "zzz");
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// hFile = FileOpen( gS, FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE );
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//
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// for(int i=0;i<=MAX_ANIMATIONS;i++)
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// {
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// FilePrintf(hFile,"\r\nñêðèïò íóìáà :%02d === \r\n",i);
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// for(int ii=0;ii<=MAX_FRAMES_PER_ANIM;ii++)
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// FilePrintf(hFile,"%02d ",gusAnimInst[i][ii]);
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//
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// }
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// //ggg[i][ii]=gusAnimInst[i][ii];
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// //FileWrite( hFile, &ggg, sizeof( ggg ), &uiNumBytesWritten );
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//FileClose( hFile );
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//!
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//strcpy(NULL, "crash");
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//<SB> crouch throwing
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memcpy(gusAnimInst[ THROW_ITEM_CROUCHED ],CrouchedThrowAnimationScript,sizeof(CrouchedThrowAnimationScript));
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//<SB> crouch throwing
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//ddd
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memcpy(gusAnimInst[ BIGGUY_STONE ],StoneAnimationScript,sizeof(StoneAnimationScript));
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memcpy(gusAnimInst[ SHOOT_ROCKET_CROUCHED ],CrouchedShootRocketScript,sizeof(CrouchedShootRocketScript));
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memcpy(gusAnimInst[ SWATTING_WK ],SwatWithKnifeScript,sizeof(SwatWithKnifeScript));
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memcpy(gusAnimInst[ SWAT_BACKWARDS_WK ],SwatBackWithKnifeScript,sizeof(SwatBackWithKnifeScript));
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memcpy(gusAnimInst[ SWAT_BACKWARDS_NOTHING ],SwatBackWithNothingScript,sizeof(SwatBackWithNothingScript));
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memcpy(gusAnimInst[ THROW_GRENADE_STANCE ],ThrowGrenadeStanceAnimationScript,sizeof(ThrowGrenadeStanceAnimationScript));
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memcpy(gusAnimInst[ LOB_GRENADE_STANCE ],LobGrenadeStanceAnimationScript,sizeof(LobGrenadeStanceAnimationScript));
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memcpy(gusAnimInst[ ROLL_PRONE_L ],ROLL_L_AnimationScript,sizeof(ROLL_L_AnimationScript));
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memcpy(gusAnimInst[ ROLL_PRONE_R ],ROLL_R_AnimationScript,sizeof(ROLL_R_AnimationScript));
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return( TRUE );
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}
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@@ -3438,7 +3591,7 @@ UINT16 DetermineSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimSta
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// Assume a target gridno is here.... get direction...
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// ATE: use +2 in gridno because here head is far from body
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bDir = (INT8)GetDirectionToGridNoFromGridNo( pSoldier->sGridNo + 2, pSoldier->sTargetGridNo );
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bDir = (INT8)GetDirectionToGridNoFromGridNo( (INT16)( pSoldier->sGridNo + 2 ), pSoldier->sTargetGridNo );
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return( gusQueenMonsterSpitAnimPerDir[ bDir ] );
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}
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@@ -3456,6 +3609,8 @@ UINT16 DetermineSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimSta
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if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYSHOOT2 )
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{
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usAnimSurface = BGMSTANDAIM;
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// if(Random(2)) usAnimSurface = BGMSTANDAIM; //ddd
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// else usAnimSurface = BGMSTANDAIM2;
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}
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}
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@@ -3557,6 +3712,15 @@ UINT16 DetermineSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimSta
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usAltAnimSurface = gubAnimSurfaceItemSubIndex[pSoldier->ubBodyType][usAnimState];
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if ( usAltAnimSurface != INVALID_ANIMATION )
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{
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//ddd{ ñþäà ñòàâèòü àëüòåðíàòèâíóþ àíèìàøêó äëÿ âûñòðåëà èç ïèñòîëåòà
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/*if ( usAnimSurface == BGMSTANDAIM2 )
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{
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usAnimSurface = BGMFLEX;
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"usanimcashe");
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}
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else //}ddd*/
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usAnimSurface = usAltAnimSurface;
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fAdjustedForItem = TRUE;
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}
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