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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
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@@ -101,7 +101,8 @@ static UINT16 CRYO_DEATH_AnimationScript[MAX_FRAMES_PER_ANIM] = {1, 2, 3, 4, 5,
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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};
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// 1038 is the jump to READY_ALTERNATIVE_STAND
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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};
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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};
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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 };
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ANI_SPEED_DEF gubAnimCrawlSpeeds[ TOTALBODYTYPES ];
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//Block for anim file
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@@ -1088,9 +1089,10 @@ ANIMCONTROLTYPE gAnimControl[ NUMANIMATIONSTATES ] =
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// CRYO_DEATH_CROUCHED
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{"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},
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//BAYONET_STAB
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{ "BAYONET_STAB" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1 },
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// BAYONET_STAB_STANDING_VS_STANDING
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{ "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 },
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// BAYONET_STAB_STANDING_VS_PRONE
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{ "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 },
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};
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ANI_SPEED_DEF gubAnimWalkSpeeds[ TOTALBODYTYPES ] =
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@@ -1344,7 +1346,8 @@ void InitAnimationSurfacesPerBodytype( )
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gubAnimSurfaceIndex[ REGMALE ][ SLICE ] = RGMSLICE;
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gubAnimSurfaceIndex[ REGMALE ][ STAB ] = RGMSTAB;
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gubAnimSurfaceIndex[ REGMALE ][ CROUCH_STAB ] = RGMCSTAB;
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gubAnimSurfaceIndex[ REGMALE ][ BAYONET_STAB ] = RGMBAYONET;
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gubAnimSurfaceIndex[ REGMALE ][ BAYONET_STAB_STANDING_VS_STANDING ] = RGMBAYONET_S_S;
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gubAnimSurfaceIndex[ REGMALE ][ BAYONET_STAB_STANDING_VS_PRONE ] = RGMBAYONET_S_P;
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gubAnimSurfaceIndex[ REGMALE ][ START_AID ] = RGMMEDIC;
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gubAnimSurfaceIndex[ REGMALE ][ GIVING_AID ] = RGMMEDIC;
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gubAnimSurfaceIndex[ REGMALE ][ END_AID ] = RGMMEDIC;
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@@ -1792,7 +1795,8 @@ void InitAnimationSurfacesPerBodytype( )
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gubAnimSurfaceIndex[ BIGMALE ][ SLICE ] = BGMSLICE;
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gubAnimSurfaceIndex[ BIGMALE ][ STAB ] = BGMSTAB;
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gubAnimSurfaceIndex[ BIGMALE ][ CROUCH_STAB ] = BGMCSTAB;
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gubAnimSurfaceIndex[ BIGMALE ][ BAYONET_STAB ] = BGMBAYONET;
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gubAnimSurfaceIndex[ BIGMALE ][ BAYONET_STAB_STANDING_VS_STANDING ] = BGMBAYONET_S_S;
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gubAnimSurfaceIndex[ BIGMALE ][ BAYONET_STAB_STANDING_VS_PRONE ] = BGMBAYONET_S_P;
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gubAnimSurfaceIndex[ BIGMALE ][ START_AID ] = BGMMEDIC;
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gubAnimSurfaceIndex[ BIGMALE ][ GIVING_AID ] = BGMMEDIC;
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gubAnimSurfaceIndex[ BIGMALE ][ END_AID ] = BGMMEDIC;
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@@ -2258,7 +2262,8 @@ void InitAnimationSurfacesPerBodytype( )
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gubAnimSurfaceIndex[ STOCKYMALE ][ SLICE ] = RGMSLICE;
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gubAnimSurfaceIndex[ STOCKYMALE ][ STAB ] = RGMSTAB;
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gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCH_STAB ] = RGMCSTAB;
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gubAnimSurfaceIndex[ STOCKYMALE ][ BAYONET_STAB ] = RGMBAYONET;
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gubAnimSurfaceIndex[ STOCKYMALE ][ BAYONET_STAB_STANDING_VS_STANDING ] = RGMBAYONET_S_S;
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gubAnimSurfaceIndex[ STOCKYMALE ][ BAYONET_STAB_STANDING_VS_PRONE ] = RGMBAYONET_S_P;
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gubAnimSurfaceIndex[ STOCKYMALE ][ START_AID ] = RGMMEDIC;
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gubAnimSurfaceIndex[ STOCKYMALE ][ GIVING_AID ] = RGMMEDIC;
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gubAnimSurfaceIndex[ STOCKYMALE ][ END_AID ] = RGMMEDIC;
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@@ -2701,7 +2706,8 @@ void InitAnimationSurfacesPerBodytype( )
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gubAnimSurfaceIndex[ REGFEMALE ][ SLICE ] = RGFSLICE;
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gubAnimSurfaceIndex[ REGFEMALE ][ STAB ] = RGFSTAB;
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gubAnimSurfaceIndex[ REGFEMALE ][ CROUCH_STAB ] = RGFCSTAB;
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gubAnimSurfaceIndex[ REGFEMALE ][ BAYONET_STAB ] = RGFBAYONET;
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gubAnimSurfaceIndex[ REGFEMALE ][ BAYONET_STAB_STANDING_VS_STANDING ] = RGFBAYONET_S_S;
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gubAnimSurfaceIndex[ REGFEMALE ][ BAYONET_STAB_STANDING_VS_PRONE ] = RGFBAYONET_S_P;
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gubAnimSurfaceIndex[ REGFEMALE ][ START_AID ] = RGFMEDIC;
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gubAnimSurfaceIndex[ REGFEMALE ][ GIVING_AID ] = RGFMEDIC;
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gubAnimSurfaceIndex[ REGFEMALE ][ END_AID ] = RGFMEDIC;
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@@ -3783,7 +3789,8 @@ BOOLEAN LoadAnimationStateInstructions( )
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memcpy( gusAnimInst[CRYO_DEATH], CRYO_DEATH_AnimationScript, sizeof(CRYO_DEATH_AnimationScript) );
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memcpy( gusAnimInst[CRYO_DEATH_CROUCHED], CRYO_DEATH_CROUCHED_AnimationScript, sizeof(CRYO_DEATH_CROUCHED_AnimationScript) );
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memcpy(gusAnimInst[BAYONET_STAB], BAYONET_STAB_AnimationScript, sizeof(BAYONET_STAB_AnimationScript));
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memcpy(gusAnimInst[BAYONET_STAB_STANDING_VS_STANDING], BAYONET_STAB_STANDING_VS_STANDING_AnimationScript, sizeof(BAYONET_STAB_STANDING_VS_STANDING_AnimationScript));
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memcpy(gusAnimInst[BAYONET_STAB_STANDING_VS_PRONE], BAYONET_STAB_STANDING_VS_PRONE_AnimationScript, sizeof(BAYONET_STAB_STANDING_VS_PRONE_AnimationScript));
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// NOTE: Careful here... keep in mind you have to increase MAX_ANIMATIONS whenever you would go over 399(currently) animation numbers
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