Added bayonet animations (standing against prone targets) for all merc bodytypes (by Taro)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8494 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2017-10-06 17:52:26 +00:00
parent fabd27c376
commit d701f26919
5 changed files with 42 additions and 19 deletions
+16 -9
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@@ -101,7 +101,8 @@ static UINT16 CRYO_DEATH_AnimationScript[MAX_FRAMES_PER_ANIM] = {1, 2, 3, 4, 5,
static UINT16 CRYO_DEATH_CROUCHED_AnimationScript[MAX_FRAMES_PER_ANIM] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 465, 440, 497, 442, 0, 0, 0, 0};
// 1038 is the jump to READY_ALTERNATIVE_STAND
static UINT16 BAYONET_STAB_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_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 };
ANI_SPEED_DEF gubAnimCrawlSpeeds[ TOTALBODYTYPES ];
//Block for anim file
@@ -1088,9 +1089,10 @@ ANIMCONTROLTYPE gAnimControl[ NUMANIMATIONSTATES ] =
// CRYO_DEATH_CROUCHED
{"CRYO_DEATH_CROUCHED", 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1},
//BAYONET_STAB
{ "BAYONET_STAB" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1 },
// BAYONET_STAB_STANDING_VS_STANDING
{ "BAYONET_STAB_STANDING_VS_STANDING" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1 },
// BAYONET_STAB_STANDING_VS_PRONE
{ "BAYONET_STAB_STANDING_VS_PRONE" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1 },
};
ANI_SPEED_DEF gubAnimWalkSpeeds[ TOTALBODYTYPES ] =
@@ -1344,7 +1346,8 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ REGMALE ][ SLICE ] = RGMSLICE;
gubAnimSurfaceIndex[ REGMALE ][ STAB ] = RGMSTAB;
gubAnimSurfaceIndex[ REGMALE ][ CROUCH_STAB ] = RGMCSTAB;
gubAnimSurfaceIndex[ REGMALE ][ BAYONET_STAB ] = RGMBAYONET;
gubAnimSurfaceIndex[ REGMALE ][ BAYONET_STAB_STANDING_VS_STANDING ] = RGMBAYONET_S_S;
gubAnimSurfaceIndex[ REGMALE ][ BAYONET_STAB_STANDING_VS_PRONE ] = RGMBAYONET_S_P;
gubAnimSurfaceIndex[ REGMALE ][ START_AID ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ GIVING_AID ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ END_AID ] = RGMMEDIC;
@@ -1792,7 +1795,8 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ BIGMALE ][ SLICE ] = BGMSLICE;
gubAnimSurfaceIndex[ BIGMALE ][ STAB ] = BGMSTAB;
gubAnimSurfaceIndex[ BIGMALE ][ CROUCH_STAB ] = BGMCSTAB;
gubAnimSurfaceIndex[ BIGMALE ][ BAYONET_STAB ] = BGMBAYONET;
gubAnimSurfaceIndex[ BIGMALE ][ BAYONET_STAB_STANDING_VS_STANDING ] = BGMBAYONET_S_S;
gubAnimSurfaceIndex[ BIGMALE ][ BAYONET_STAB_STANDING_VS_PRONE ] = BGMBAYONET_S_P;
gubAnimSurfaceIndex[ BIGMALE ][ START_AID ] = BGMMEDIC;
gubAnimSurfaceIndex[ BIGMALE ][ GIVING_AID ] = BGMMEDIC;
gubAnimSurfaceIndex[ BIGMALE ][ END_AID ] = BGMMEDIC;
@@ -2258,7 +2262,8 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ STOCKYMALE ][ SLICE ] = RGMSLICE;
gubAnimSurfaceIndex[ STOCKYMALE ][ STAB ] = RGMSTAB;
gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCH_STAB ] = RGMCSTAB;
gubAnimSurfaceIndex[ STOCKYMALE ][ BAYONET_STAB ] = RGMBAYONET;
gubAnimSurfaceIndex[ STOCKYMALE ][ BAYONET_STAB_STANDING_VS_STANDING ] = RGMBAYONET_S_S;
gubAnimSurfaceIndex[ STOCKYMALE ][ BAYONET_STAB_STANDING_VS_PRONE ] = RGMBAYONET_S_P;
gubAnimSurfaceIndex[ STOCKYMALE ][ START_AID ] = RGMMEDIC;
gubAnimSurfaceIndex[ STOCKYMALE ][ GIVING_AID ] = RGMMEDIC;
gubAnimSurfaceIndex[ STOCKYMALE ][ END_AID ] = RGMMEDIC;
@@ -2701,7 +2706,8 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ REGFEMALE ][ SLICE ] = RGFSLICE;
gubAnimSurfaceIndex[ REGFEMALE ][ STAB ] = RGFSTAB;
gubAnimSurfaceIndex[ REGFEMALE ][ CROUCH_STAB ] = RGFCSTAB;
gubAnimSurfaceIndex[ REGFEMALE ][ BAYONET_STAB ] = RGFBAYONET;
gubAnimSurfaceIndex[ REGFEMALE ][ BAYONET_STAB_STANDING_VS_STANDING ] = RGFBAYONET_S_S;
gubAnimSurfaceIndex[ REGFEMALE ][ BAYONET_STAB_STANDING_VS_PRONE ] = RGFBAYONET_S_P;
gubAnimSurfaceIndex[ REGFEMALE ][ START_AID ] = RGFMEDIC;
gubAnimSurfaceIndex[ REGFEMALE ][ GIVING_AID ] = RGFMEDIC;
gubAnimSurfaceIndex[ REGFEMALE ][ END_AID ] = RGFMEDIC;
@@ -3783,7 +3789,8 @@ BOOLEAN LoadAnimationStateInstructions( )
memcpy( gusAnimInst[CRYO_DEATH], CRYO_DEATH_AnimationScript, sizeof(CRYO_DEATH_AnimationScript) );
memcpy( gusAnimInst[CRYO_DEATH_CROUCHED], CRYO_DEATH_CROUCHED_AnimationScript, sizeof(CRYO_DEATH_CROUCHED_AnimationScript) );
memcpy(gusAnimInst[BAYONET_STAB], BAYONET_STAB_AnimationScript, sizeof(BAYONET_STAB_AnimationScript));
memcpy(gusAnimInst[BAYONET_STAB_STANDING_VS_STANDING], BAYONET_STAB_STANDING_VS_STANDING_AnimationScript, sizeof(BAYONET_STAB_STANDING_VS_STANDING_AnimationScript));
memcpy(gusAnimInst[BAYONET_STAB_STANDING_VS_PRONE], BAYONET_STAB_STANDING_VS_PRONE_AnimationScript, sizeof(BAYONET_STAB_STANDING_VS_PRONE_AnimationScript));
// NOTE: Careful here... keep in mind you have to increase MAX_ANIMATIONS whenever you would go over 399(currently) animation numbers
+2 -1
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@@ -612,7 +612,8 @@ enum AnimationStates
CRYO_DEATH,
CRYO_DEATH_CROUCHED,
BAYONET_STAB,
BAYONET_STAB_STANDING_VS_STANDING,
BAYONET_STAB_STANDING_VS_PRONE,
NUMANIMATIONSTATES
+6 -3
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@@ -130,7 +130,8 @@ AnimationSurfaceType gAnimSurfaceDatabase[ NUMANIMATIONSURFACETYPES ] =
RGMPISTOLDRUNK, "ANIMS\\S_MERC\\S_N_DRNK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMCROWBAR, "ANIMS\\S_MERC\\S_CROBAR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMJUMPOVER, "ANIMS\\S_MERC\\S_N_RUN.STI", NO_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMBAYONET, "ANIMS\\S_MERC\\S_BAYONET_S_S.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMBAYONET_S_S, "ANIMS\\S_MERC\\S_BAYONET_S_S.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMBAYONET_S_P, "ANIMS\\S_MERC\\S_BAYONET_S_P.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMWALKING, "ANIMS\\M_MERC\\M_R_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMSTANDING, "ANIMS\\M_MERC\\M_R_STD.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
@@ -224,7 +225,8 @@ AnimationSurfaceType gAnimSurfaceDatabase[ NUMANIMATIONSURFACETYPES ] =
BGMPISTOLDRUNK, "ANIMS\\M_MERC\\M_N_DRNK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMCROWBAR, "ANIMS\\M_MERC\\M_CROBAR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMJUMPOVER, "ANIMS\\M_MERC\\M_N_RUN.STI", NO_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMBAYONET, "ANIMS\\M_MERC\\M_BAYONET_S_S.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMBAYONET_S_S, "ANIMS\\M_MERC\\M_BAYONET_S_S.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMBAYONET_S_P, "ANIMS\\M_MERC\\M_BAYONET_S_P.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFWALKING, "ANIMS\\F_MERC\\F_R_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFSTANDING, "ANIMS\\F_MERC\\F_BRETH2.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
@@ -312,7 +314,8 @@ AnimationSurfaceType gAnimSurfaceDatabase[ NUMANIMATIONSURFACETYPES ] =
RGFPISTOLDRUNK, "ANIMS\\F_MERC\\F_N_DRNK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFCROWBAR, "ANIMS\\F_MERC\\F_CROBAR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFJUMPOVER, "ANIMS\\F_MERC\\F_N_RUN.STI", NO_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFBAYONET, "ANIMS\\F_MERC\\F_BAYONET_S_S.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFBAYONET_S_S, "ANIMS\\F_MERC\\F_BAYONET_S_S.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFBAYONET_S_P, "ANIMS\\F_MERC\\F_BAYONET_S_P.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
CRYO_EXPLODE, "ANIMS\\S_MERC\\S_CRYO_DEATH_S.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
CRYO_EXPLODE_CROUCHED, "ANIMS\\S_MERC\\S_CRYO_DEATH_C.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
+6 -3
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@@ -171,7 +171,8 @@ typedef enum AnimationSurfaceTypes
RGMPISTOLDRUNK,
RGMCROWBAR,
RGMJUMPOVER,
RGMBAYONET,
RGMBAYONET_S_S,
RGMBAYONET_S_P,
BGMWALKING,
BGMSTANDING,
@@ -265,7 +266,8 @@ typedef enum AnimationSurfaceTypes
BGMPISTOLDRUNK,
BGMCROWBAR,
BGMJUMPOVER,
BGMBAYONET,
BGMBAYONET_S_S,
BGMBAYONET_S_P,
RGFWALKING,
RGFSTANDING,
@@ -353,7 +355,8 @@ typedef enum AnimationSurfaceTypes
RGFPISTOLDRUNK,
RGFCROWBAR,
RGFJUMPOVER,
RGFBAYONET,
RGFBAYONET_S_S,
RGFBAYONET_S_P,
CRYO_EXPLODE,
CRYO_EXPLODE_CROUCHED,
+12 -3
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@@ -12340,7 +12340,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirectio
if (this->usAnimState == RUNNING || this->usAnimState == RUNNING_W_PISTOL)
this->usSoldierFlagMask2 |= SOLDIER_BAYONET_RUNBONUS;
this->EVENT_InitNewSoldierAnim(BAYONET_STAB, 0, FALSE);
this->EVENT_InitNewSoldierAnim(BAYONET_STAB_STANDING_VS_STANDING, 0, FALSE);
}
// SANDRO - use focused stab animation on aimed blade attacks
else if (gGameExternalOptions.fEnhancedCloseCombatSystem && (this->aiData.bAimTime > 0))
@@ -12379,9 +12379,17 @@ void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirectio
break;
case ANIM_PRONE:
if (this->bWeaponMode == WM_ATTACHED_BAYONET && gAnimControl[this->usAnimState].ubEndHeight == ANIM_STAND)
{
// if this attack happens directly after running, the attack is slightly more powerful due to extra force
if (this->usAnimState == RUNNING || this->usAnimState == RUNNING_W_PISTOL)
this->usSoldierFlagMask2 |= SOLDIER_BAYONET_RUNBONUS;
this->EVENT_InitNewSoldierAnim(BAYONET_STAB_STANDING_VS_PRONE, 0, FALSE);
}
// CHECK OUR STANCE
if ( gAnimControl[this->usAnimState].ubEndHeight != ANIM_CROUCH )
else if ( gAnimControl[this->usAnimState].ubEndHeight != ANIM_CROUCH )
{
// SET DESIRED STANCE AND SET PENDING ANIMATION
SendChangeSoldierStanceEvent( this, ANIM_CROUCH );
@@ -23040,7 +23048,8 @@ UINT16 GetSuspiciousAnimationAPDuration( UINT16 usAnimation )
case SLICE:
case STAB:
case CROUCH_STAB:
case BAYONET_STAB:
case BAYONET_STAB_STANDING_VS_STANDING:
case BAYONET_STAB_STANDING_VS_PRONE:
case PUNCH:
case PUNCH_BREATH:
case KICK_DOOR: